THE  JOLLY  BOOK  OF  PLAYCRAFT 


THE 

JOLLY  BOOK  OF 
PL  A  YG  RAFT 


BY 

PATTEN  BEARD 

AUTHOR  OF  "THE  JOLLY  BOOK  OF  BOXCRAFT," 
"MARJORIE'S  LITERARY  DOLLS,"  ETC. 

With  Sixty-one  Illustrations  arranged  by  the  Author 
and  photographed  by  G.  S.  North  and 
ivith  Tfwenty-nine  Diagrams 


NEW  YORK 

FREDERICK  A.  STOKES  COMPANY 
PUBLISHERS 


Copyright,  2916,  by 
FREDERICK  A.  STOKES  COMPANY 


All  rights  reserved 


THIS  BOOK 
IS   DEDICATED  TO  ALL  LITTLE  CHILDREN 

HOPING  THAT  IT  MAY  BE  TO  THEM 

AN  OPEN  SESAME  TO  TREASURES 

OF  LAUGHTER  AND  FUN 

AND  HAPPINESS 


Go,  Little  Book  of  Magic  Play — 

And  Busy  "Work"  beside— 
Give  to  the  children  happiness: 

Go  to  them  far  and  'wide! 
And,  if  an  echo  of  their  laugh 

A  surplus  joy  should  hold, 
Let  this  be  guarded  in  thy  leaves 

To  be  some  fun  retold! 


35936 


AUTHOR'S  NOTE 

The  author  wishes  to  thank  The  Delineator,  The 
Youth's  Companion,  The  Continent,  The  New  York 
Herald,  The  New  York  Tribune,  John  Martin's 
Book,  and  Little  Folks  for  permission  to  reprint 
games  originally  sold  to  them. 

The  author  also  gratefully  acknowledges  help  of 
many  children  who  have  contributed  in  various  ways 
to  the  making  of  this  book  of  play.  These  are 
Mary,  Louisa,  and  Angelina  Parillo,  Anna  Gas- 
perino,  Marjorie  and  Mark  Candee,  Priscilla  Hatch, 
Eleanor  Chapman,  Stanley  Hoyt,  and  Wesley 
Meehan. 


CONTENTS 

PAGE 

INTRODUCTION    (VERSE) .  xi 

ABOUT  FINDING  A   MAGIC   TREASURE   AND  STARTING   A 

TREASURE-HOARD I 

ABOUT  MAKING  GAMES  WITH  TREASURE-HOARDS       .     .  10 

THE  GAME  OF  BUTTON  TIDDLEDY 16 

THE  GAME  OF  TRIPLE  TIDDLEDY 18 

SIMPLE  SIMON'S  FISHING  GAME 21 

THE  GAME  OF  MOTHER  GOOSE  GOLF 24 

THE  GAME  OF  Box  NINEPINS 27 

THE  GAME  OF  SPIN-THE-TOP 3° 

THE   HISTORY  GAME 33 

THE  SOLDIER  GAME 36 

THE  GAME  OF  THE  KING  OF  FRANCE 39 

THE  GAME  OF  BOATS 41 

THE  RAILROAD  GAME 45 

^.^THE  CLOTHES-PIN  GAME 47 

THE  GAME  OF  Box  CROQUET 50 

A  ROBIN  HOOD  ARCHERY  GAME 53 

THE  GAME  OF  PLAYCRAFT  QUOITS 55 

Box  LOTTO 57 

THERE-AND-BACK 60 

THE  HAPPY  SQUIRREL'S  GAME 64 

THE  GAME  OF  PLAYCRAFT  JACKSTRAWS 67 

THE  GAME,  FEEDING  THE  DUCKS 69 

THE  GAME  OF  SUN  AND  RAIN 74 

THE  SPOOLIE  GAME 77 

LITTLE  FOLKS'  Toss  GAME 80 

THE  GAME  OF  PLAYTOWN 82 

THE  GAME  OF  INDIANS 87 

[vii] 


CONTENTS 

PAGE 

THE  GAME  OF  IT 92 

THE  GAME  OF  PUZZLES 95 

THE  GAME  OF  LITTLE  Box  HUND 98 

THE  GAME  OF  MOUSETRAP 102 

THE  GAME  OF  THE  SPIDER  AND  THE  FLY 108 

THE  GAME  OF  DUCKY  DADDLES 112 

THE  GAME  OF  AUTOMOBILE  RACE 115 

THE  GAME  OF  LUCK 119 

THE  ALICE  IN  WONDERLAND  GAME 123 

THE  GAME  OF  PETER  PAN 130 

CAPTAIN  KIDD'S  TREASURE  GAME 136 

THE  GAME  OF  WHO'S  WHO 142 

THE  GAME  OF  PAPER  BEAN-BAG      .     .     • 146 

THE  GAME  OF  FEATHER-FLY 148 

THE  SHOPPING  GAME 150 

THE  GAME  OF  REMEMBER 153 

THE  GAME  OF  GOING  TO  THE  MILL 156 

Box  CHECKERS        ............  161 

THE  FAIRYTALE  GAME ,     .     .     .     .165 

THE  GAME  OF  BOOKS ...  173 

THE  GAME  OF  THREE-IN-A-ROW ..     .176 

A  MARBLE  GAME ,..     .  179 

THE  GARDEN  GAME .181 

THE  HAPPY  GAME  OF  BLUE  BIRD 187 

LITTLE  TOTS'  LETTER-BOX  GAME 191 

SANTA  CLAUS*  GAME 194 

THE  JOLLY  GAME  OF  Zoo      .     ;,, 198 

THE  GAME  OF  SCRABBLE       .1.1* 203 

THE  FUNNY  BROWNIE  GAME      .     ,.,    *    -..     .     .     .     .  205 

THE  GAME  OF  ROLY-POLY      ....     (.:     ....  208 

THE  GAME  OF  CLOCK »«....  210 

THE  GAME  OF  PIN-PEG .  216 

THE  GAME  OF  Box  TOWN .  220 

THE  JOLLY  GAME  OF  HUNDRED 225 

[viii] 


ILLUSTRATIONS 

Eleanor,     Marjorie,    Mark    and    Wesley    playing    Simple 
Simon's  Fishing  Game Frontispiece 

FACING 
PAGE 

A   treasure-hoard   of  cardboard   boxes,   spools,   buttons   and 

crayons       6 

Stanley  making  a  game  out  of  an  everyday  cardboard  box     .  10 

Button  Tiddledy 16 

Triple  Tiddledy 16 

Simple  Simon's  Fishing  Game 22 

The  Game  of  Mother  Goose  Golf 22 

Box  Ninepins 28 

The  Game  of  Spin-the-Top 28 

The  History  Game 34 

The  Soldier  Game 34 

The  Game  of  Boats 44 

The  Railroad  Game 44 

The  Clothes-Pin  Game 48 

Box  Croquet .      .  48 

A  Robin  Hood  Archery  Game 54 

A  Game  of  Quoits 54 

Box  Lotto 58 

There-and-Back         58 

The  Happy  Squirrel  Game 66 

The  Game  of  Playcraft  Jackstraws 66 

The  Game  of  Feeding  the  Ducks 72 

The  Game  of  Sun  and  Rain 72 

The  Spoolies'  Game 78 

Little  Folks'  Toss  Game 78 

The  Game  of  Playtown 86 

The  Game  of  Indians 86 

[ix] 


ILLUSTRATIONS 

FACING 
PAGE 

The  Game  of  It 94 

Puzzle  Game :.,    w    ,.     ,.     94 

The  Game  of  Little  Box  Hund .     .   100 

The  Game  of  Mousetrap 100 

The  Game  of  the  Spider  and  the  Fly   .      .      .      .      .      .      .no 

The  Game  of  Ducky  Daddies  .      .     ...     .      .     ^    ..      .      .no 

The  Game  of  Automobile  Race       .      .      .      ..;....      .      .118 

The  Game  of  Luck ,.      .      .118 

Alice  in  Wonderland  Game 128 

The  Game  of  Peter  Pan 128 

Captain  Kidd's  Treasure  Game       ....     r.      ...   140 

Who's  Who 140 

Paper  Bean-Bag       ...     .     .     .     ,.     ;.:    :.     .     .      .146 

Feather-Fly 146 

Shopping  Game 152 

The  Game  of  Remember 152 

The  Game  of  Going  to  the  Mill 160 

Box  Checkers 160 

The  Fairytale  Game 172 

The  Game  of  Books       .      .     ,      .      .      .      .      .      .      .      .172 

The  Game  of  Three-in-a-Row  .      .      .      .      .      .  •  .      .      .178 

A  Marble  Game      ..........     -.      .   178 

The  Garden  Game .      .      .     ,.   184 

The  Happy  Squirrel  Game ,.     ,.      .184 

Little  Tot's  Letter-Box  Game 192 

Santa  Claus'  Game 192 

The  Animals  for  the  Zoo  Game     ...      .      .      .      .      .198 

The  Zoo  when  it  is  completed  .      .      .      .     :.      .      .  .198 

The  Funnie  Brownie  Game 206 

The  Game  of  Roly-Poly 206 

The  Game  of  Clock 214 

The  Game  of  Pin-Peg 214 

Little  Box  Town  Game 224 

The  Game  of  Hundred 224 

M 


INTRODUCTION 

Aladdin  found  a  little  lamp,  so  worthless  and  so  small, 

That,  first,  he  scarcely  valued  it  as  anything  at  all !  — 

But  when  he  saw  what  magic  lay  in  this  small  common  thing, 

He  wished  for  all  the  opulence  its  genii  slave  might  bring: 

A  palace  like  the  Sultan's  came,  its  workmanship  most  rare, 

Adorned  with  gold  and  costly  gems  most  radiantly  fair!  — 

I'd  like  to  own  that  sort  of  lamp!     (Maybe  that  you  would  too!) 

Yet,  there  are  many  other  things  as  magic,  if  you  knew ! 

(Treasures  may  be  quite  little  things  that  you  perhaps  have  found 

And  anybody  may  pick  up,  if  they  are  seen  around!) 

Just  common  spools  and  boxes  —  your  search  need  not  go  far  — 

And  buttons  are  most  magic!     Oh,  yes  they  surely  are! 

No  genii  like  Aladdin's  one  their  summons  will  obey 

But  joyous  fairy  sprites  will  come  called  Happy  Thoughts  ancf  Play : 

And  when  a  joyous  Happy  Thought  will  answer  to  your  need, 

Your  own  home  is  a  palace  fair,  a  splendid  one  indeed ! 

Aladdin's  cave  of  riches  was  little  to  Play's  store  — 

Play's  treasure  is  unending!     It's  always  more  and  more!* 

Here  is  all-golden  laughter,  and  jeweled  fun,  and  mirth, 

The  greatest  of  all  riches  in  all  this  wide  round  earth! 

I  know  about  Play's  secrets!     So  turn  the  page  and  see, 

She'll  bring  you,  too,  a  treasure,  if  you  want  one,  maybe! 


The  Jolly  Book  of  Playcraft 

ABOUT  FINDING  A  MAGIC  TREASURE 
AND  STARTING  A  TREASURE-HOARD 

Material  Required  to  Make  a  Treasure-Hoard: 

cardboard  boxes,  buttons,  spools,  crayons,  a  few  round 
wire  paper-shanks,  scissors,  and  ruler. 

Do  you  believe  that  there's  a  Pot  of  Gold  at  the  end 
of  every  rainbow?  I  do.  I  know  there  is,  because, 
once  upon  a  time,  I  found  more  than  a  pot  of  gold,  I 
think.  It  was  something  quite  as  wonderful  in  its 
way  as  Aladdin's  Lamp!  That,  you  know,  seemed 
worthless  till  Aladdin  found  out  its  secret  magic.  It 
was  just  so  with  my  treasure.  At  first  sight,  it  seemed 
simply  an  ordinary  cardboard  box,  but  I  found  out 
that  if  I  did  certain  things  to  it,  I  could  turn  it  into 
almost  any  sort  of  plaything  that  I  wished.  As  for 
games,  there  are  no  end  to  those  that  you  can  make 
with  cardboard  boxes!  You  shall  hear  all  about  the 
magic,  for,  I  dare  say,  you  would  be  glad  to  know 
how  to  change  an  ordinary  cardboard  box  into  a  game. 
It  is  perfectly  simple.  You  need  only  follow  direc- 
tions. Anybody  can  do  it. 

I  found  out  about  it  almost  by  chance.  It  was  a 
drizzly,  dull  day.  In  the  afternoon,  the  sun  peeped 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

foi  an  instant  through  the  clouds  and  as  I  glanced 
•out  of  the  window,  I  saw  a  rainbow!  Of  course, 
everybody  thinks  of  the  Pot  of  Gold  when  they  see 
that,  and  as  I  looked,  it  seemed  to  me  that  the  other 
end  of  the  rainbow  must  be  at  the  other  side  of  our 
house  somewhere  near  our  front-door.  (I  had  to  go 
down  the  stairs — it  would  have  been  quicker  to  slide 
down  the  banisters,  but  I  remembered  that  one 
oughtn't  to  and  I  just  didn't.)  When  I  opened  the 
front-door  and  looked  out,  the  rainbow  had  vanished 
and  it  was  storming  hard.  Yet,  I  was  almost  certain 
that  the  end  of  that  rainbow  must  have  come  close  to 
where  I  was  standing,  and  I  began  to  look  about  for 
a  treasure. 

The  first  thing  I  saw  was  a  cardboard  box  lying 
upon  the  hall  table.  Really,  I  never  had  seen  it 
there  before ! 

While  I  stood  looking  at  it  in  a  surprised  way,  I 
heard  a  little  chuckle  and  a  fairy  peeked  from  behind 
it. 

"Here's  a  rainbow  treasure,"  the  fairy  said.  "It's 
worth  more  than  a  pot  of  gold!" 

I  picked  up  the  box  and  looked  at  it,  while  the  fairy 
watched  me.  Then  two  other  fairies  came  flying  and 
lit  like  little  birds  upon  my  shoulders. 

"We're  Happy  Thought,  Nimblefingers,  and 
Play,"  they  laughed.  "Look  at  your  treasure!  It's 
magic!" 

The  box  wasn't  a  bit  heavy.  There  were  no  golden 
ducats  or  ten-dollar  gold-pieces  in  it!  It  was  simply 

[2] 


FINDING  A  MAGIC  TREASURE 

a  cardboard  box  containing  some  buttons  and  spools 
— and  there  were  one  or  two  crayons.  I  didn't  think 
it  was  worth  more  than  a  pot  of  gold.  But  I  believe 
in  fairies,  and  when  a  fairy  tells  me  that  a  thing  is 
magic,  I  know  it  isK  So  I  said,  "Well,  Happy 
Thought,  Nimblefingers,  and  Play,  I  believe  youl 
Tell  me  the  secret  that  makes  this  everyday  thing  so 
valuable  1" 

"Why,  it  can  transform  dull  days  and  make  them 
bright  and  happy  ones,"  they  cried  in  chorus.  "It 
is  as  full  of  magic  as  Cinderella's  Pumpkin  that 
could  be  turned  into  a  golden  coach  or  Aladdin's 
Lamp  that  could  bring  the  owner  any  happiness  he 
chose!" 

My!  THINK  of  finding  a  treasure  like  that! 
Why,  indeed,  it  was  worth  more  than  a  pot  of  gold! 

Perhaps  I  was  a  bit  dazed  at  the  wonder  of  it  for, 
at  first,  I  could  think  of  nothing  to  wish  for,  though 
I  knew  there  must  be  at  least  a  hundred  and  eleven 
things  I  wanted  very  badly  indeed.  I  remembered 
that  when  I  had  seen  the  rainbow's  dim  appearance 
in  the  sky,  I  had  been  wishing  that  I  had  something 
new  to  play  and  I  had  wanted  a  new  game  very,  very 
much.  It  would  have  been  Something-To-Do-That- 
Was-Fun. 

"I  want  a  GAME,"  I  decided.  "Can  I  make  a 
magic  with  the  treasure  and  have  a  GAME?" 

Happy  Thought  nodded. 

"It's  very  simple,"  said  he.  "What  kind  of  a  game 
do  you  want?" 

[3] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

By  this  time,  I  had  had  time  to  think  and  I  began 
to  know  that  I  didn't  want  one  game :  I  wanted  two, 
and  three,  and  four,  and  five,  and  six,  and  eight,  and 
eleven,  and  nineteen,  and  twenty-six,  and  forty,  and 
fifty,  and  fifty- four!  More  still! 

"Well,"  smiled  Happy  Thought,  "suppose  we 
make  one  first!  Then,  we'll  help  you  start  a  real 
treasure-hoard  and  tell  you  how  to  make  the  magic." 

So  I  sat  down  on  the  stairs  right  there.  Happy 
Thought  said  to  turn  the  box  over  on  its  cover  so  one 
could  draw  upon  it.  Nimblefingers  showed  me 
where  to  draw  with  the  crayons.  Play  danced  up 
and  down,  and  before  I'd  half  finished  making  the 
magic  that  would  turn  the  treasure  into  a  GAME, 
she  was  already  counting  out  to  see  who  would  start 
first  when  we  were  ready  to  play. 

And  there  it  was,  all  changed  into  a  game  in  a 
twinkling!  We  played  it  with  spools  and  our  coun- 
ter was  a  button. 

Such  a  good  time  as  we  did  have!  I  didn't  even 
know  that  the  rain  was  beating  down  outside  the 
front-door !  The  day  wasn't  dull  any  longer !  There 
was  such  a  splendid  lot  to  do  and  such  laughter,  and 
fun,  and  happiness  that  everything  seemed  sunny. 

When  we'd  played,  and  played,  and  played,  we 
thought  maybe  we'd  see  what  sort  of  magic  another 
cardboard  box  might  have,  so  we  decided  to  HUNT 
FOR  MORE  TREASURE,  now  that  we  knew  what 
real  treasure  of  a  magic  kind  looked  like. 

How  jolly!     I  went  upstairs  four  steps  at  a  time, 

[4] 


FINDING  A  MAGIC  TREASURE 

and  at  the  top  I  found  Nimblefingers,  Happy 
Thought,  and  Play,  who  had  reached  the  landing  be- 
fore I  did — having  slid  up  the  banisters — which  is  a 
perfectly  proper  thing  to  do,  if  you  are  a  fairy! 

We  started  to  hunt  for  boxes.  Happy  Thought 
explained  that  nothing  could  really  be  treasure  when 
it  had  a  rightful  owner.  Boxes  that  have  things  in 
them  or  belong  to  other  persons  don't  count.  But, 
mercy!  What  a  lot  of  boxes  we  found:  letter-paper 
boxes,  shoe-boxes,  collar-boxes,  candy-boxes,  book- 
boxes,  toy-boxes,  waist-boxes,  suit-boxes,  druggist- 
boxes,  hat-boxes — boxes,  boxes,  BOXES!  More! 
More!  MORE!  Happy  Thought  found  them 
everywhere,  for  every  one  seemed  to  be  casting  them 
aside  as  utterly  worthless,  when  what  they  had  con- 
tained was  taken  out  and  put  away.  Nimblefingers 
simply  danced  about  picking  up  new  treasures. 
Why,  in  no  time  at  all,  there  was  a  treasure-hoard! 
When  one  knows  how  easy  it  is  to  find  a  treasure- 
hoard,  nobody  will  ever  again  think  cardboard  boxes 
useless  lumber!  Think  of  the  laughter,  and  fun,  and 
happiness  that  is  in  them  even  though  they  seem  to 
you  empty!  The  fairies  never  measure  things 
in  terms  of  money  value — oh,  no! — They  measure 
things  for  the  happiness  and  play  that  they  are 
worth. 

We  found  spools  and  buttons  too.  They  could  be 
used  for  men  to  play  the  games !  And  I  had  a  few 
little  toys  that  I  had  bought,  one  at  a  time,  with  very 
great  thought  and  careful  expenditure.  These,  of 

[5] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

my  own  suggestion,  I  added  to  the  treasure-hoard  as 
Happy  Thought  approved. 

We  packed  all  the  buttons,  spools,  toys,  and  little 
boxes  into  the  largest  big  box  we  had.  They  fitted 
nicely  when  placed  one  within  the  other,  and  they 
took  up  much  less  room.  They  took  up  so  little  space 
— buttons  and  spools  went  inside  the  littlest  boxes 
with  the  toys — that  I  couldn't  help  smiling.  It  did 
so  remind  me  of  the  genii  who  lived  in  a  bottle! 
(But,  you  see,  that  shows  how  magic  the  boxes  are!) 

We  made  ever  and  ever  so  many  games  with  the 
treasure-hoard.  The  fairies  said  that  the  children 
ought  all  to  know  how  to  make  the  same  sort  of  magic 
play.  They  showed  me  all  the  games  I  had  wished 
for,  and  I  promised  to  tell  the  secret  of  everyday 
magic  so  that  everybody  who  wished  might  have  a 
treasure-hoard  that  was  .worth  more  than  a  pot  of 
gold  in  value  of  fun  and  happiness  and  laughter. 

So  in  this  book,  you  will  find  the  games  that  the 
fairies  made  with  my  boxes.  I  dare  say,  in  your  own 
home,  you  will  find  the  very  same  kind.  Everything 
comes  packed  in  a  box  nowadays.  One  doesn't  even 
have  to  wish  for  boxes.  They  come  almost  every 
time  the  door  opens  and  almost  always  somebody 
throws  them  away!  In  ninety-nine  cases  out  of  a 
hundred,  they  may  be  given  to  you  just  for  the  ask- 
ing! Peggy,  and  Jane,  Susan,  Tibbi,  Amelia,  Cecile, 
Hilda,  Mabel,  Hannah,  Marion,  Janet,  Nina,  Prue, 
Nancy,  Pamela,  and  Ellen  have  them.  If  any  one 
of  these  happens  to  be  a  sister  of  yours,  ask  her  to 

[6] 


FINDING  A  MAGIC  TREASURE 

save  the  boxes  she  throws  away  and  give  them  to 
you  for  your  collection  of  treasures.  AND,  if  you 
shouldn't  happen  to  have  an  older  sister,  tell  Tom,  or 
Jack,  or  James,  or  Carl,  or  Ted,  or  Ben,  or  Edward, 
or  Guy,  or  Hiram,  or  Jeremiah  Felix,  or  Henry  Fer- 
dinand, or  Paul,  or  Robert,  or  David — if  they  are  any 
of  them  your  older  brothers.  They'll  save  boxes  for 
you — oh,  yes,  they  will!  And  probably  they'll  be  so 
much  interested  that  they'll  want  to  help  make  the 
games,  for  surely  they'll  PLAY  with  you  when  the 
magic  is  made !  Yes,  they  will  I 

As  long  as  there  are  cardboard  boxes,  just  so  long 
will  there  be  fun !  There  are  many  more  games  than 
I  have  been  able  to  tell  about  in  this  book.  Almost 
every  time  that  I  add  a  new  box  to  my  treasure-hoard, 
Happy  Thought  tells  me  of  something  quite  new  and 
different  I  I  hope  when  you  start  your  treasure-hoard 
and  when  Happy  Thought  comes  to  play  with  you, 
you'll  let  her  tell  you  about  new  games  that  aren't  in 
this  book!  Why,  if  you'll  listen,  she'll  do  it  sure  as 
sure !  It  may  be  a  bit  more  difficult  than  to  make  the 
games  that  are  all  planned  out  for  you  already,  yet 
it  might  be  fun  for  you  to  try  to  make  up  a  game 
sometime,  don't  you  think  so? 

There  was  one  thing  the  fairies  were  especially 
anxious  I  should  tell  about. 

"Tell  the  little  children  who  have  snuffly  colds,  and 
sore  throats  about  the  laughter,  and  fun,  and  happi- 
ness that  is  in  a  magic  treasure-hoard  of  cardboard 
boxes,  spools,  and  buttons,"  Play  insisted.  "Be  sure 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

and  don't  forget  now!  Tell  them  if  they  have  to  lie 
in  bed  and  eat  toast,  GAMES  help  to  pass  the  time 
splendidly.  If  there  isn't  anybody  but  the  nurse  to 
play  with — she's  always  very  nice,  isn't  she?  She'll 
play  with  you — and  if  she  can't  because  she's  busy, 
there  will  be  Somebody  who  will.  But  if  there  is 
nobody,  why  you  can  play  with  your  right  hand  and 
your  left  hand  and  see  which  is  the  cleverest  to  win!" 

"It's  rather  nice  to  think  one  need  never  be  lonely, 
even  if  one  is  sick,"  I  added.  "There's  always 
Happy  Thought,  Nimblefingers,  and  Play!  I  think 
it  is  simply  splendid!  Of  course,  if  the  sick  kiddies 
have  catchy  things,  the  boxes  can  be  burned  up  after- 
ward, and  one  won't  be  very  sorry,  because  one  can 
always  make  a  new  game  with  a  new  box,  as  Aladdin 
claimed  his  palace  that  went  off  to  Africa  somewhere. 
He  had  but  to  find  the  Lamp  and  rub  it  and  wish  for 
the  palace  again.  So,  when  the  box  is  burned,  a  box 
is  easily  found  and  there  is  the  game  again!" 

Start  your  treasure-hoard!  See  for  yourself  the 
magic  that  lies  in  cardboard  boxes,  spools,  and  but- 
tons! How  busy  Happy  Thought,  Nimblefingers, 
and  Play  will  be!  And  what  shouts  of  laughter  and 
fun  and  happiness  I 

Here  in  this  book  are  the  games  the  fairies  told  me 
about  on  the  dull  day  that  we  turned  into  a  bright  and 
happy  one.  If  you  look  at  the  picture  of  my  treas- 
ure-hoard, you  will  find  the  very  box  that  started  all 
the  fun!  I  shall  not  tell  you  which  one  it  is,  for  all 
cardboard  boxes  are  of  equal  value  as  treasures  and 

[8] 


FINDING  A  MAGIC  TREASURE 

I  have  no  doubt  that  the  end  of  the  rainbow  is  at  your 
own  front-door  just  as  it  was  at  mine.  If  you  look,  I 
am  sure  that  you  will  find  more  than  a  pot  of  gold  is 
worth  in  fun  and  laughter  and  happiness. 

If  you  would  know  the  fairies,  they'll  come  to  you  at  call — 
And  you  won't  need  a  magic  wand  to  summon  them  at  all! — 
They'll  tell  you  happy  secrets!     You'll  have  a  jolly  day, 
If  you  will  call  the  fairies,  "Come,  Happy  Thoughts  and  Play!" 
Oh,  they  will  tell  you  splendid  things  that  are  most  magic  too — 
How  to  make  toys,  and  games,  and  things  that  are  such  fun  to  do ! — 
The  fairies  weigh  all  little  things  in  scales  of  laughter's  gold 
And  value  them  in  happiness  for  pleasures  that  they  hold. 


[9] 


ABOUT  MAKING  GAMES  WITH 
TREASURE-HOARDS 

Material  Needed  for  the  Making  and  Playing  of 
a  Boxcraft  Game:  a  large  flat  box  to  make  a  game- 
board;  a  small  square  box  or  a  small  round  box  for 
a  counter;  some  buttons  to  use  for  men.  (A  few 
round  wire  paper-shanks  may  be  required  to  help 
make  the  counters  that  have  a  revolving  indicator- 
hand,  for  which  a  paper-shank  is  the  pivot.) 

When  you  have  started  your  treasure-hoard  of 
boxes,  spools,  and  buttons,  you  may  make  any  game 
you  find  in  this  book.  In  most  cases,  you  can  adapt 
the  shape  of  the  game  to  a  similar-shaped  box,  even 
if  not  identical  in  size  to  the  one  you  see  in  the  pic- 
ture. 

It  is  well  to  have  a  small  assortment  of  crayons  with 
which  to  color  the  games.  It  is  always  possible  to 
turn  a  box  over  and  draw  upon  the  bottom  that  is  free 
from  printed  matter,  if  the  box  you  have  has  adver- 
tising upon  its  cover.  In  coloring,  make  even  strokes 
with  your  crayon  and  always  have  your  lines  go  in  the 
same  direction  of  stroke,  if  the  work  is  to  look  its  best. 

Be  resourceful  enough  to  conquer  the  small  diffi- 
culties of  dividing  your  box  into  even  squares  when 

[10] 


GAMES  WITH  TREASURE-HOARDS 

such  are  needed !  You  may  have  to  think  how  to  do 
it  sometimes,  but  if  you  think  long  enough,  you'll  soon 
see  that  the  difficulty  is  very  easily  solved,  after  all. 
A  strip  of  paper  does  better  than  a  ruler  to  measure 
widths  and  lengths  of  boxes.  It  may  be  folded,  the 
creases  in  the  folding  showing  where  proper  divisions 
should  come.  It  is  well  to  draw  the  game-board  in 
pencil  first  very  lightly.  Then,  when  this  is  done, 
finish  the  outlines  with  black  crayon  and  fill  in  with 
colored  crayon  where  the  directions  tell  you  to  fill  in. 

If  you  have  a  cover  to  your  box,  you  may  keep  the 
men  and  the  counter  inside,  in  most  instances.  One 
or  two  counters  will  be  all  you  need  to  play  your 
games.  A  counter  is  not  easily  broken.  One  coun- 
ter answers  for  many  games. 

Some  small  square  box  may  answer  your  purpose 
of  counter.  It  should  be  about  three  or  four  inches 
across  its  top.  Square  peppermint  boxes  such  as 
druggists  sell  on  their  candy  counter  are  strong  and 
well  adapted  for  this.  Round  candy-boxes  about 
three  or  four  inches  in  diameter  are  useful  for  the 
same  purpose.  In  making  the  counter,  turn  the  box 
over  and  draw  upon  its  bottom.  Divide  its  surface 
into  sections  and  number  these.  Sections  may  be 
numbered  in  two  ways:  you  may  cut  numbers  from 
large  calendars  and  paste  these  flat  upon  sections  or 
you  may  number  clearly  with  crayon.  Always  use 
black  crayon  for  numbering. 

The  indicator-hand  that  spins  on  the  large  counters 
is  cut  from  heavy  cardboard.  It  should  be  about  a 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

quarter  of  an  inch  wide  and  about  a  quarter  of  an  inch 
less  than  half  the  width  of  the  box  you  use. 

To  fasten  the  indicator-hand  to  the  counter,  you 
will  need  a  round  wire  paper-shank.  It  may  be  that 
your  father  has  one.  They  are  used  for  various 
things.  Its  sides  must  be  round  instead  of  flat  like 
the  ordinary  brass  paper-shank  for  it  must  make  a 
round  hole  when  pressed  through  the  cardboard  in- 
dicator-hand and  fastened  down  inside  the  box.  If 
the  shank  does  not  vhave  round  sides,  it  cannot  act  as 
pivot. 

These  paper-shanks  may  be  purchased  for  a  small 
sum  at  any  good  stationery  shop.  Department  stores 
always  carry  them. 

In  fastening  the  indicator-hand  always  see  that  it  is 
loose  enough  to  revoive  easily.  It  is  snapped  and  al- 
lowed to  turn  on  its  round  wire  shank  as  pivot  till  it 
stops  of  itself.  The  numbered  section  that  its  point 
rests  upon  is  the  player's  count. 

Sections  of  the  box  counter  may  be  colored  with 
crayons,  if  you  like.  When  you  do  this,  use  contrast- 
ing colors  and  use  light  ones  in  preference  to  dark 
ones.  Number  the  sections  after  coloring  them, 
never  before. 

The  men  used  in  playing  these  games  may  be  made 
after  given  directions  or,  if  you  like  ordinary  buttons 
of  different  shades,  these  may  be  used  in  place  of  men 
called  for  by  the  text.  Flat  bone  buttons  hop  best,  I 
have  found.  You  can  always  test  buttons  before  play 
by  snapping  their  rims  with  the  pressure  of  a  larger 

[12] 


GAMES  WITH  TREASURE-HOARDS 

button.  They  hop  best  on  a  rug,  carpet,  or  covered 
table. 

Button-molds  make  excellent  men.  At  almost  any 
shop  you  can  buy  two  dozen  or  more  of  these  for  five 
cents.  They  come  in  all.  sizes,  but  those  a  quarter- 
inch  and  a  half-inch  in  diameter  are  best  for  game  use. 
Keep  them  in  a  small  box  and  color  them  as  you  may 
need  them.  They  take  crayon  well. 

All  these  games  are  easy  to  make.  The  only  tools 
you  will  need  are  scissors,  crayons,  ruler.  In  one  or 
two  cases  a  bit  of  paste  is  called  for,  but  this  is 
quickly  had  by  cooking  a  little  starch  mixed  with  a  bit 
of  flour  and  water.  Use  about  two  teaspoonfuls  of 
water  and  a  half  teaspoonful  of  starch  and  flour.  A 
tube  of  library  paste  will  answer  the  purpose,  if  you 
have  it. 

Where  you  wish  to  use  little  doll  figures  for  men, 
these  will  need  standards.  Plasticine  and  clay,  or 
soft  paraffin  molded  while  warm,  one  of  these  you  will 
be  sure  to  have. 

If  you  can  draw,  figures  may  be  outlined  upon  card- 
board, cut  out,  and  mounted  upon  plasticine  stand- 
ards. In  other  cases,  when  you  prefer,  china  figures 
or  Noah's  Ark  men  and  animals  will  do  for  play. 

When  the  games  are  short,  they  may  be  played  in 
rounds.  It  is  always  safer  to  keep  scores  with  pencil 
and  paper.  Then,  if  doubt  arises,  the  score  is 
marked  in  black  and  white.  Sometimes,  it  is  possible 
to  make  a  mistake  if  one  has  to  remember  the  score. 

It  is  always  more  fair  to  count  out  for  order  of  play. 

[13] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

The  jingles  at  close  of  chapters  may  be  used  for  this, 
if  you  like. 

AND  remember  that  you  are  playing  the  games,  as 
well  as  making  them,  for  the  sake  of  the  fun  and  hap- 
piness they  will  give  you.  Play  fair  always.  Where 
there  is  any  question  of  move  or  play  spin  the  coun- 
ter's indicator-hand  a  second  time.  It  may  stop  upon 
the  division  mark. 

Be  a  good  winner — but  learn  to  be  a  good  loser  too. 
Play  your  best.  Take  what  comes,  good  luck  or  bad 
—and  BE  PLUCKY! 

A  game  will  make  a  dark  day  bright 
And  help  long  hours  to  take  flight — 
A  game  will  make  long  days  more  glad, 
And  drive  away  dull  days  and  sad: 
Work  first,  then  after  it  the  fun 
Of  playing  when  the  work's  well  done! 

LIST  OF  MATERIALS  WHICH  MAY  BE  USED 
IN  PLAYCRAFT 

Cardboard  boxes  and  box  covers  of  all  kinds. 

All  kinds  of  buttons. 

All  kinds  of  spools. 

Small  "penny  toys." 

Pebbles. 

Twigs. 

Pins. 

Old  calendar  pads. 

Time-table  maps. 

Picture-catalogs. 


GAMES  WITH  TREASURE-HOARDS 

Small  metal  rings. 

Paper-shanks  that  have  round  prongs. 

LIST  OF  TOOLS  USED  IN  MAKING  PLAYCRAFT  GAMES 

A  ruler. 

A  pencil. 

A  pair  of  scissors. 

A  box  of  colored  crayons. 


[15] 


THE  GAME  OF  BUTTON  TIDDLEDY 

Material  Required  to  Make  the  Game  of  Button 
Tiddledy:  an  empty  calling-card  box,  five  flat  white 
buttons  about  a  half-inch  in  diameter,  five  flat  dark- 
colored  buttons  about  this  same  size,  two  larger  but- 
tons an  inch  or  more  in  diameter. 

Tools  Needed  to  Make  the  Game  of  Button  Tid- 
dledy: only  a  pair  of  fingers. 

Perhaps  you  have  played  Tiddledywinks.  It  is 
really  great  fun  to  try  to  snap  the  colored  disks  into 
the  little  glass.  Perhaps  you  do  not  own  a  real  Tid- 
dledy game  and,  in  this  case,  you  may  easily  make  one 
yourself  with  a  shallow  box  cover  and  some  buttons. 

If  you  take  a  small  flat  button  and  press  its  rim  hard 
with  the  rim  of  a  larger  button,  the  small  button  will 
hop  up  into  the  air  and  travel  quite  a  good  distance. 
If  you  try  this  several  times,  you  will  find  out  that 
small  pressure  gives  small  hops  and  an  even  heavy 
pressure  on  the  little  button  may  cause  it  to  go  far. 
This  is  the  principle  of  Button  Tiddledy. 

The  game  is  played  on  the  floor  or  on  a  table  cov- 
ered with  a  cloth.  Each  player  must  have  five  but- 
tons and  each  player's  buttons  must  be  different. 
Two  or  more  may  play. 

[16] 


Button  Tiddledy,  a  Game  Made  with  a  Small  Box  and  Played  by  Snapping 

Buttons. 


Tripple  Tiddledy,  a  Game  with  Three  Small  Boxes  and  Buttons. 


THE  GAME  OF  BUTTON  TIDDLEDY 

How  TO  PLAY  BUTTON  TIDDLEDY 

Two  players  may  play  the  game — or  more,  if  but- 
tons can  be  found. 

Play  is  made  without  turn  as  rapidly  as  possible. 
Each  player  places  his  five  buttons  in  a  row  twelve 

inches  from  the  open  box. 
Signal  is  given  to  start.     The  first  to  get  all  his  five 

buttons  into  the  box  wins. 

No  player  is  permitted  to  touch  his  button,  or  that  of 
another,  with  fingers  unless  a  button  falls  off  a 
table  onto  the  floor.  Then  it  is  to  be  picked  up 
and  placed  as  nearly  as  possible  where  it  was 
before  it  fell. 

Into  the  little  white  box  they  go — 
Grasshoppers  hop  in  the  clover  just  so! — 
Hippety-hoppety !     Hoppety-hop ! 
Gay  little  buttons,  you  never  will  stop 
Till  Somebody  wins  in  this  hoppety  game, 
When  jumpety  buttons  grow  quiet  and  tame! 


[17] 


THE  GAME  OF  TRIPLE  TIDDLEDY 

Material  Required  to  Make  the  Game  of  Triple 
Tiddledy:  three  shallow  box  covers  that  fit  within 
each  other;  three  small  flat  white  buttons,  three  small 
flat  dark  buttons,  two  large  buttons.  Other  buttons 
are  needed  when  more  than  two  play. 

Tools  Needed  to  Make  the  game  of  Triple  Tid- 
dledy: a  pair  of  hands. 

Triple  Tiddledy  is  a  game  of  Tiddledy  in  which 
you  have  to  make  a  definite  count.  The  player  who 
first  reaches  the  score  of  fourteen  wins. 

To  make  the  game,  three  shallow  box  covers  are 
needed.  The  lower  half  of  some  deeper  little  box 
may  make  the  smallest  and  inner  ring  of  the  game. 
Find  three  shallow  boxes  that  fit  one  within  the  other. 
Remove  covers  and  set  these  as  the  picture  of  the  game 
shows  you.  The  outer  covers  should  not  be  more 
than  an  inch  high;  and  the  small  inner  box  should 
not  be  more  than  three  inches  high,  if  you  use  this 
taller  than  the  others. 

Place  the  three  box  covers  in  the  center  of  a  table 
upon  which  there  is  a  cloth.  The  table  should  be  a 
large  one,  to  allow  plenty  of  space  for  play. 

[18] 


THE  GAME  OF  TRIPLE  TIDDLEDY 

How  TO  PLAY  TRIPLE  TIDDLEDY 

Two  players  may  play  the  game.  Three  may  play,  or 
four,  if  buttons  can  be  found.  All  buttons  must 
be  distinguished  easily. 

Play  is  made  in  turn. 

Count  out  for  beginner. 

Place  three  buttons  in  a  row  twelve  inches  from  the 
rim  of  the  largest  box. 

Press  the  rim  of  one  small  button  with  the  edge  of 
your  large  button  so  that  the  small  button  hops. 
If  it  falls  outside  of  the  box  covers,  you  gain  no 
count.  Start  your  next:  if  this  falls  within  the 
first  box  cover,  the  count  is  7.  If  it  falls  within 
the  second,  your  count  is  2.  If  it  falls  inside  the 
third,  the  count  is  J. 

Three  buttons  are  played  in  succession  and  left  where 
they  lie  for  one  round  of  play. 

When  all  have  played,  buttons  are  picked  up  and 
scores  are  noted  on  paper  with  pencil. 

Buttons  are  then  picked  up  and  sorted  and  the  next 
round  is  started  in  proper  order. 

The  first  player  to  score  14  wins  the  game. 

Play  for  the  sake  of  the  game! 

Be  kind,  and  friendly,  and  fair, 
And  take  your  luck  when  your  own  turn  comes 

To  do  your  own  bravest  share! 

And,  if  another  one  wins, 

Why,  give  him  your  hand  to  shake! — 

[19] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

For  what  you  are  after  is  happy  play 
And  the  good  fun  it  will  make! 

So  no  one  grows  sulky  or  cross 

And  says  that  the  turn  wasn't  right — 

You  both  of  you  had  a  chance  to  win 
But  two  couldn't  win  the  fight  1 


[20] 


SIMPLE  SIMON'S  FISHING  GAME 

Material  Required  for  Making  Simple  Simon's 
Fishing  Game:  a  round  bandbox-cover — or  a  square 
one,  some  colored  papers,  some  shoe-buttons  or  other 
buttons  that  are  made  with  metal  shanks,  a  bit  of 
string,  a  straight  twig,  as  many  pins  as  there  are  to  be 
fish-hooks. 

Tools  Needed  to  Make  Simple  Simon's  Fishing 
Game:  Scissors. 

Simple  Simon  must  have  become  tired  of  trying  to 
catch  a  whale.  He  never  succeeded,  you  know. 
That  was  the  reason,  no  doubt,  why  he  invented  a  fish- 
ing game  in  which  he  really  could  catch  a  whale, 
even  if  only  a  pretend  onel  He  had  no  end  of  fun 
making  his  fishing  game,  and  you  will  have  a  good 
time,  too,  when  you  make  yours. 

The  pond  is  simplicity  itself.  It  is  only  a  big  box 
cover  turned  over  so  that  its  rim  makes  an  enclosure 
for  the  fish. 

The  fish — well,  they  are  buttons!  They  should  be 
placed  so  that  their  shanks  are  upright  and  they 
should  be  fished  for  with  a  bent  pin  that  is  tied  to  the 
end  of  a  string. 

The  string  is  tied  to  the  end  of  a  stout  straight  twig 

[21] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 


that  anybody  can  find.  That  is  all — unless  you  wish 
to  make  paper  fish  and  label  each  so  that  you  know 
'what  sort  of  fish  you  have  caught! 

If  you  make  paper  fish,  cut  the  outline  of  a  fish  in 
some  colored  papers,  and  make  these  paper  fish  any- 
where from  two  to  three  inches  long.  Press  the 
metal  shank  of  a  shoe-button  up  through  the  paper,  so 
that  you  can  angle  easily  for  the  fish. 

Write  on  the  back  of  each  paper  fish  the  name  of 
some  variety  of  fish  you  know.  Write  five  names  of 
a  kind  and  be  sure  to  have  a  WHALE,  too!  The 
names  should  be  on  the  under  side  of  the  fish  so  that 
nobody  will  know  what  fish  he  is  trying  to  catch. 
There  are  no  particular  rules  for  the  game  except 
FAIR  PLAY.  Everybody  plays  at  the  same  time, 
each  with  his  own  rod  and  fish-hook.  Nobody  is  per- 
mitted to  angle  for  another  person's  fish  unless  it  has 
been  left.  The  one  who  gets  the  most  fish  wins.  The 
one  who  hooks  the  WHALE  is  Simple  Simon,  of 
course!  Everybody  may  angle  for  the  very  last  fish 
in  the  pond ;  and  if  anybody  quarrels,  that  fish  will 
not  count!  THAT  is  according  to  the  rule  of  Fair 
Play. 

Play  Fair!  Never  let  a  Sel-Fish  be  caught  upon 
your  hook! 

Now  see  how  long  it  takes  to  catch 
A  string  of  button  fish — one  batch! 
A  fisherman,  as  you  will  see, 
Must  be  a  patient  man,  for  he 
Must  angle,  angle  all  day  long. 

[22] 


Simple  Simon's  Fishing  Game  Made  with  Button  Fish  and  a  Bent  Pin 
lor  a  Hook.    The  Fish-Pond  is  a  Round  Hat-Box  Cover. 


The  Game  of  Mother  Goose  Golf,  Made  with  Small  Druggist  Boxes. 


SIMPLE  SIMON'S  FISHING  GAME 

It  does  seem  really  very  wrong 
When  fish  wont  nibble — but  yours  will 
And  you  won't  need  to  keep  so  still, 
Your  button  fish  will  always  bite, 
If  you  are  fishing  for  them  right! 


[23] 


THE  GAME  OF  MOTHER  GOOSE  GOLF 

Material  Required  for  Making  the  Game  of 
Mother  Goose  Golf:  five  small  round  or  square  drug- 
gist boxes,  two  small  buttons  that  are  very  flat — one 
light  one  and  one  dark  one — two  large  flat  buttons 
of  any  color  you  wish,  about  nine  ordinary  pins. 

Tools  Needed  to  Make  the  Game  of  Mother  Goose 
Golf:  only  a  pair  of  fingers. 

Perhaps  you  know  how  to  play  the  real  game  of 
golf.  That  is  fun — everybody  says  so!  Real  golf 
takes  a  great  deal  of  skill  and  one  plays  it  out  in  the 
lovely  country;  and  one  plays  it  with  very  mysterious 
sticks  that  make  one  take  very  queer  attitudes;  one 
plays  it  with  little  white  balls  that  are  always  getting 
lost,  and  there  have  to  be  caddies  to  look  out  for  the 
balls  and  to  carry  the  sticks.  No  doubt,  you  know 
all  about  golf  but  you  mustn't  expect  Mother  Goose 
to  invent  a  game  so  scientific !  Mother  Goose  Golf  is 
just  a  game  of  fun — that's  all!  If  you  like  fun,  you 
can  try  Mother  Goose  Golf  some  rainy  day  when  real 
golf  is  quite  out  of  the  question. 

Perhaps  if  you  have  started  to  save  cardboard 
boxes,  you  have  collected  ftve  very  small  druggist 
boxes.  Take  off  the  covers  of  these.  Then  place  the 


THE  GAME  OF  MOTHER  GOOSE  GOLF 

halves,  rim  upward,  on  a  large  table-top  like  that  of 
the  dining-room  table.  But  be  sure  that  there  is  a 
cover  on  the  table  I 

Next  find  nine  ordinary  pins. 

Cut  nine  small  bits  of  paper  shaped  like  flags — each 
about  a  half-inch  square.  Number  each,  running 
from  /  up  to  9.  Run  a  pin  through  each  flag  and 
then  press  the  point  of  the  pin  down  at  the  rim  of 
each  little  open  box.  These  are  the  nine  holes  of  the 
Mother  Goose  Golf  course.  Place  them  about  seven 
inches  apart,  so  that  they  make  the  circuit  of  the 
table.  Place  them  in  order  of  number. 

In  real  golf,  a  player  tries  to  hit  his  ball  about  the 
course,  making  it  fall  into  the  holes.  He  must  try 
to  do  this  in  as  few  strokes  of  his  club  as  possible.  In 
Mother  Goose  Golf,  the  one  to  finish  the  circuit  of 
the  course  first,  making  the  nine  holes  properly,  play- 
ing in  turn,  wins  the  game. 

How  TO  PLAY  THE  GAME  OF  MOTHER 
GOOSE  GOLF 

Two  may  play  the  game.  One  uses  a  dark  button, 
the  other  a  light  one.  More  may  play,  if  enough 
small  buttons  can  be  found.  To  distinguish 
these  from  each  other  sew  colored  threads 
through  each  center. 

Start  player's  buttons,  one  at  a  time,  at  a  marked  spot 
seven  inches  from  the  first  "hole." 

Count  out  for  beginner. 

Play  is  made  in  turn. 

[25] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

To  make  a  play,  press  the  rim  of  your  small  button 
with  the  edge  of  the  larger  one,  so  that  the  small 
button  is  made  to  hop  in  the  desired  direction — 
into  the  "hole"  if  possible. 

Make  the  round  of  the  holes  in  succession. 

When  a  player's  button  falls  into  a  hole,  he  has  an 
extra  turn.  He  takes  his  button  from  the  hole 
and  places  it  three  inches  to  the  left  of  that  hole 
to  start  for  the  next. 

The  first  to  make  the  succession  of  nine  holes  wins. 

I  made  a  funny  golf  course — 

/  made  it! —     It  was  fine: 
I  played  it  with  some  buttons 

And  boxes  that  were  mine! 

It  really  took  a  bit  of  skill 

To  hop  the  button  "ball" — 
We  had  a  golf  match  playing  it 

And  Arthur  won  them  all! 

Someday,  maybe,  we'll  play  again 

And  /  will  win  that  day 
Because  my  luck  is  sure  to  change 

And  I  just  love  to  play! 


[26] 


THE  GAME  OF  BOX  NINEPINS 

Material  Required  to  Make  the  Game  of  Box 
Ninepins:  from  five  to  nine  small  oblong  druggist 
boxes  about  two  inches  long,  a  marble. 

Tools  Needed  to  Make  the  Game  of  Box  Nine- 
pins: a  crayon.  , 

Surely,  you  have  played  ninepins — but  did  you 
ever  play  it  with  little  boxes?  That  is  a  different  sort 
of  game !  If  you  can  collect  some  small  oblong  drug- 
gist boxes,  the  game  is  easily  and  quickly  made.  The 
boxes  do  not  need  to  be  uniform  in  size  but  they 
should  be  nearly  so.  There  ought  to  be  at  least  five 
of  them,  and  you  may  use  as  many  as  nine  or  ten. 

Turn  each  over  so  that  you  can  draw  upon  its  back 
where  there  is  no  print.  Mark  a  funny  face  upon 
each  box. 

I  make  believe  my  box  ninepins  are  Indians  and  I 
write  the  names  of  Indians  over  the  print  on  the  other 
side  of  the  box.  It  is  much  more  exciting  to  play  the 
game  this  way,  I  think.  I  have  Red  Eagle,  Standing 
Rock,  Rain-in-the-Face,  Blue  Dog,  Red  Horse,  Sit- 
ting Bull,  Big  Black  Crow,  Brave  Bear,  Big  Box 
Chief — you  may  name  yours  what  you  will. 

The  boxes,  named  and  faces  drawn,  should  be  set 
on  end  so  that  they  stand  upright.  Thus,  they  make 

[27] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

a  full  tribe  of  Indians!  You  may  even  put  short 
chicken  feathers  on  their  heads  for  head-dress. 
These  may  be  poked  down  between  the  outer  portion 
of  the  little  box  and  its  drawer.  (If  your  boxes  do 
not  open  with  a  drawer,  you  cannot  do  this,  and  the 
covers  will  need  to  be  glued  fast.) 

The  object  of  the  game  will  be  to  see  who  can  rout 
the  most  Indians.  Indians  are  not  easily  put  to  rout 
and  unless  you  can  make  your  box  Indian  topple  over, 
you Ve  not  got  him ! 

Take  a  marble  and  place  your  Indian  tribe  on  the 
floor  in  rows,  as  you  think  best,  allowing  at  least  three 
inches  between  each  man. 

Take  your  distance  about  six  or  seven  ruler  lengths 
away,  and  see  if  you  can  topple  down  your  Indian! 

If  you  have  no  marble,  use  a  spool  and  make  the 
"shooting  distance"  a  little  more  than  half  of  this. 
The  spool  will  roll  but  it  will  not  go  quite  as  straight 
as  the  marble.  See  which  you  prefer. 

How  TO  PLAY  Box  NINEPINS 

Count  out  for  beginner. 

Place  yourself  at  the  proper  point  designed  for  start. 

Roll  your  marble  or  spool,  trying  to  make  a  little  box 
fall  over. 

If  one  falls  over,  it  gives  you  another  turn. 

Each  time  one  box  falls,  no  matter  how  many  turns 
this  gives  you,  you  are  entitled  to  another  play. 
No  boxes  may  be  set  up  again  till  you  have  fin- 
ished. 

[28] 


Box   Ninepins,   a   Game    Made   with   Small   Oblong    Boxes   and    Played 

with  a  Marble. 


The   Game   of    Spin-the-Top,    Made   from  a   Hat-Box   Cover  and   a 

Ribbon-Roll. 


THE  GAME  OF  BOX  NINEPINS 

The  game  is  played  in  rounds.     The  first  to  make  a 
score  of  nine  wins. 

Nine  Box  Indians  live  on  my  floor, 

(When  I  have  the  boxes,  I'll  make  some  more!) 

Every  blessed  Indian  has  his  funny  name 

And  every  single  one  of  them  are  ninepins  in  a  game! 


[29] 


THE  GAME  OF  SPIN-THE-TOP 

Material  Required  to  Make  the  Game  of  Spin-the- 
Top:  a  round  or  square  bandbox-cover,  the  cover  of 
a  round  box — or  better  still,  a  small-sized  ribbon-roll 
of  cardboard  about  three  inches  in  diameter,  and  a 
piece  of  stout  stick  whittled  to  a  dull  point  three 
inches  long. 

Tools  Needed  to  Make  the  Game  of  Spin-the-Top : 
ruler  and  colored  crayons. 

It  is  always  fun  to  spin  tops,  don't  you  think  so? 
There  are  ever  so  many  different  kinds  of  tops.  Each 
one  needs  to  be  spun  in  a  different  way.  There  are 
tops  that  you  whip  with  a  long  lash  to  make  them 
spin ;  there  are  tops  that  you  wind  up ;  there  are  tops 
that  are  spun  with  cord ;  there  are  tops  that  go  when 
you  set  a  spring;  there  are  tops  that  you  twirl  with 
your  fingers  and  let  drop.  This  game  is  made  with 
a  top  that  you  twirl  with  fingers  just  so! 

The  top  is  the  most  essential  part  of  the  game. 
Make  it  first.  Find  an  old  ribbon-roll  of  cardboard, 
if  you  can — a  roll  upon  which  Number  One  baby 
ribbon  comes  wound.  This  will  be  about  three 
inches  in  diameter.  Soak  off  the  printed  matter  and 
clean  it  off  entirely.  Let  the  cardboard  dry  thor- 
oughly after  this. 

[30] 


THE  GAME  OF  SPIN-THE-TOP 

When  dry,  divide  the  roll  into  four  sections  as  you 
see  it  in  the  picture.  Use  black  crayons  for  drawing. 

Find  an  end  of  pencil,  or  some  stout  stick  about 
three  inches  long.  Whittle  it  to  a  dull  point.  Press 
the  point  through  at  the  center  of  the  ribbon-roll  and 
see  how  the  top  spins.  The  point  of  the  top  must  be 
rather  flat  to  spin  well. 

Remove  the  roll  from  the  stick  and  color  it:  make 
one  section  red,  one  yellow,  one  blue,  one  green.  Yel- 
low and  blue  are  called  complementary  colors.  Red 
and  green  are  complementary  colors  also. 

Replace  the  ribbon-roll  firmly  on  the  stick  again 
and  glue  it.  Set  it  aside  to  dry  while  you  make  your 
game-board. 

To  make  the  game-board,  you  will  need  to  have 
either  a  round  or  square  hat-box  cover.  Divide  this, 
just  as  you  divided  your  ribbon-roll  into  four  equal 
sections.  A  vertical  line  going  from  side  to  side  and 
a  horizontal  line  crossing  it  through  the  center  of  your 
box  will  do  this.  Draw  on  the  inside  of  the  box  so 
that  your  box-rim  forms  a  little  fence  around  the 
board. 

Color  each  section  of  the  game-board  just  as  you 
colored  the  top :  red,  yellow,  blue,  green. 

That's  all — now  for  playing  the  gamel 

How  TO  PLAY  SPIN-THE-TOP 

Players  play  in  turn.     Any  number  may  play — two, 

three,  four. 
Count  out  for  beginner. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Play  is  made  by  twirling  the  top,  starting  it  and  keep- 
ing its  point  at  the  center  of  the  game-board  be- 
fore letting  it  spin  by  itself.  Then,  let  it  go. 
Wait  till  it  stops. 

The  object  of  the  game  is  to  obtain  a  count  of  4. 

The  count  is  obtained  when  one  section  of  the  top  rests 
upon  a  corresponding  color  in  the  game-board. 
This  counts  a  player  /. 

When  two  complementary  colors  come  together  (for 
instance  if  the  section  of  the  top  rests  on  yellow 
and  it  lies  on  a  blue  part  of  the  game-board) ,  the 
count  is  2.  Other  plays,  in  which  colors  do  not 
correspond  or  are  not  complementary,  do  not 
count. 

The  first  to  make  4  wins. 

If  there  is  at  any  time  doubt  as  to  which  color  is  ob- 
tained, start  that  play  over  again. 

I  made  a  top  to  spin  around 

Out  of  a  ribbon-roll  I  found, 
And  with  a  hat-box  cover,  too, 

It  made  a  game  that  was  quite  new! 


[32] 


THE  HISTORY  GAME 


Materials  Needed  to  Make  the  History  Game:  a 
square  bandbox-cover  or  the  cover  to  some  box  equally 
large  and  shaped  square,  one  heavy  button. 

Tools  Needed  to  Make  the  History  Game:  a  col- 
ored crayon,  a  ruler. 

Perhaps  you  have  thought  it  difficult  to  remember 
historical  dates.  Here  is  a  game  that  will  be  amusing 
to  play  and  yet  will  help  you  to  remember  them.  It 
is  called  the  History  Game  and  is  made  on  the  inside 

A  f 


Diagram  for  the  History  Game 

[33] 


B 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

of  a  large  square  box  cover.  The  object  of  the  game 
is  to  obtain  the  numbers  that  one  may  combine  to 
make  a  historical  date.  See  if  you  can  do  it! 

Take  your  large  square  box  cover  and  turn  it  rim 
up.  Draw  a  line  from  corner  to  corner  as  here 
A-B  and  C-D. 

Take  your  ruler  again  and  with  crayon  outline  the 
square  at  the  center  of  the  box  cover.  Measure  four 
inches  down  on  the  line  A-B  at  top  and  at  bottom 
and  make  a  mark  there.  Do  the  same  with  the  line 
C-D.  Connect  all  marks  by  a  direct  straight  line  and 
this  gives  the  square. 


Diagram  for  the  History  Game 

Now,  number  the  sections  of  the  game-boarc 
as  you  see  them  numbered  in  the  picture  of  the  fin 
ished  game.  And  the  game  is  finished  and  ready  tc 
play! 

[34] 


The  History  Game  Made  Inside  a  Large  Square  Box  Cover  and  Played 
with  a  Big  Button. 


The  Soldier  Game  Made  on  the  Bottom  of  Half  an  Oblong  Box  and 
Played  with  Tin  Soldiers. 


THE  HISTORY  GAME 

How  TO  PLAY  THE  HISTORY  GAME 

.s  many  as  wish  may  play  the  History  Game, 
core  must  be  kept  of  each  player's  winning. 
!ount  out  for  order  of  play, 
tand  two  feet  from  the  game-board. 
,et  the  game-board  lie  flat. 

'oss  the  heavy  button.  Your  count  is  the  number 
where  it  falls.  (Suppose  on  your  first  turn,  you 
obtain  4,  on  the  next  2,  on  the  next  /,  and  on  the 
next  9.  What  historical  date  do  these  numbers 
make?  Why,  1492 — a  date  that  everybody 
knows!) 

It  is  well  to  start  out  with  some  special  date  in 
lind  and  try  to  obtain  this.  It  may  take  several 
jrns  to  achieve  a  date,  for  no  date  that  has  been 
iven  once,  counts  in  a  long  game.  Really,  you  may 
lake  this  game  short,  making  the  winning  score  the 
irst  date  obtained,  or  you  may  make  the  winning  two 
istorical  dates.  This  depends  much  upon  how 
lany  players  there  are.  One  date  is  better  for  a 
hort  game.  And,  every  winning  player  must  give 
.  statement  of  what  occurred  to  make  the  date  he  has 
•brained  famous. 

In  Fourteen  Ninety-Two, 

Columbus  sailed  the  sea — 
And,  if  it  hadn't  been  for  this, 

WHERE  would  we  ever  be? 


[35] 


THE  SOLDIER  GAME 

Material  Required  to  Make  the  Soldier  Gam< 
the  lower  half  of  a  cardboard  box  about  twenty  inchc 
long  and  twelve  inches  wide — one  shaped  like  that  i 
the  picture,  twelve  buttons  of  two  different  kinds. 

For  a  counter,  any  round  or  small  square  box  thre 
inches  across  its  top,  a  pin  or  round-shanked  papei 
fastener  to  act  as  pivot  for  the  counter's  indicate] 
and  a  bit  of  cardboard  from  which  to  cut  the  straigh 
hand  of  the  indicator. 

Tools  Needed  to  Make  the  Soldier  Game:  a  rule 
and  a  crayon. 

If  you  would  like  to  play  the  Soldier  Game  witl 
your  toys,  you  must  have  at  least  twelve  tin  soldiers 
These  sell  at  ten-cent  stores  for  five  cents  a  box  anc 
you  may  easily  buy  some,  if  you  save  pennies.  But  i 
you  should  be  so  very  hard  up  as  not  to  be  able  t( 
amass  such  a  fortune,  you  can  make  the  Soldier  Game 
and  play  it  with  buttons.  The  one  who  wins  is  the 
one  who  has  the  most  men  on  the  board  after  the  twc 
armies  have  had  their  encounter. 

This  is  how  you  make  the  game :  for  it,  you  must 
have  an  oblong  cardboard  box — with  or  without 
cover.  Draw  upon  the  side  that  has  no  print. 

[36] 


THE  SOLDIER  GAME 

Divide  the  length  of  the  box  into  two  large  squares 
with  space  between  them.  Measure  the  width  of 
your  box  with  a  strip  of  soft  paper.  Fold  this  into 
three  equal  parts  and  fold  again.  This  gives  you 
needed  spaces  to  mark  off  for  play.  Measure  the  dis- 
tances first  at  the  end  of  your  box.  Then  make  the 
other  lines  crossing  the  first  to  form  squares.  If  you 
look  at  the  picture  of  the  Soldier  Game,  you  will  see 
how  the  game-board  should  be.  Opposite  ends 
of  the  box  should  each  have  thirty  squares  and  the 
lines  that  form  them  should  be  on  the  same  plane. 

That  is  all ! — All  except  the  counter. — You  can  see 
that,  too,  in  the  picture.  It  is  just  a  small  box  turned 
so  that  its  base  is  changed  to  top.  This  is  ruled  off, 
with  crayon,  into  four  equal  sections.  The  sections 
are  numbered  /,  ^,  J,  4. 

For  the  counter,  cut  an  indicator  from  a  strip  of 
good  strong  cardboard  and  if  you  have  nothing  bet- 
ter than  a  strong  pin  or  a  long  tack,  use  this  to  form 
the  pivot  upon  which  the  counter's  indicator  should 
revolve.  For  this  purpose,  a  round-shanked  paper- 
fastener  is  better  than  either  pins  or  tacks,  for  its 
shanks  may  be  pressed  back  inside  the  little  box  to 
make  the  counter  more  durable  for  long  play. 

How  TO  PLAY  THE  SOLDIER  GAME 

Two  players  may  play.  Each  must  have  six  soldiers 
or  six  buttons.  (Soldiers  may  be  of  similar  uni- 
form but  buttons  must  be  of  distinguishing 
color.) 

[37] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Count  out  for  beginner. 

Play  is  made  in  turn  by  revolving  the  indicator  on 
the  counter  and  taking  the  number  it  stops  upon 
for  one's  count. 

To  make  a  play,  move  any  man  you  wish  forward  as 
many  spaces  as  the  counter  has  given  you.  If 
you  can  take  another  player's  man  by  resting  on 
the  same  square  with  him,  you  may  move  to  right 
or  left  as  well  as  forward  in  order  to  accomplish 
this  with  your  count. 

If  any  man  of  yours  has  crossed  the  division  line  be- 
tween camps  (the  two  different  sides  of  the 
board  divided  into  squares)  he  may,  if  he  can, 
turn  back  into  his  own  territory;  but  lead  sol- 
diers, when  used  for  men,  must  always  face  to- 
ward their  antagonist's  territory,  even  when  go- 
ing home.  It  is  in  this  way  that  players'  men 
may  be  distinguished  one  from  the  other. 
(With  buttons,  this  does  not  matter,  as  color  dis- 
tinguishes men.) 

The  one  to  have  the  most  soldiers  at  the  close,  wins 
the  game.  This  will  be  the  one  player  whose 
army  has  taken  most  prisoners.  ( But  this  is  only 
practice ;  it  is  not  a  battle.  That  is  why  the  men 
are  probably  the  same  set  from  your  toy  soldier 
box.) 


[38] 


THE  GAME  OF  THE  KING  OF  FRANCE 

Material  Required  for  Making  and  Playing  the 
King  of  France:  is  the  same  as  that  of  the  Soldier 
Game. 

The  King  of  France  and  ten  thousand  men  all 
marched  up  a  hill  and  then  marched  down  again,  so 
the  jingle  of  Mother  Goose  says.  It  sounds  as  if 
they  had  done  a  very  foolish  thing  but  I  don't  believe 
it.  Probably  they  had  their  reasons  for  marching 
up  that  hill.  I  think  the  King  wanted  to  test  his 
men,  very  likely,  to  see  which  were  the  most  efficient. 
So,  he  divided  them  into  equal  numbers  and  sent  one 
division  up  one  side  of  the  hill  and  the  other  up  the 
opposite  side.  The  one  division  that  reached  the  top 
of  the  hill  and  could  get  home  again  first  was,  surely, 
the  best.  Do  you  think  it  was  so?  I  do!  I  made  a 
game  of  the  King  of  France  and  his  ten  thousand  men 
— only  I  used  lead  soldiers  and  had  but  twelve.  I 
divided  these  into  two  divisions,  six  in  each,  and  I 
played  the  game  on  the  board  I  made  for  the  Soldier 
Game. 

How  TO  PLAY  THE  KING  OF  FRANCE 

Two  players  may  play.     Each  has  a  division  of  the 
King  of  France's  army  to  captain. 

[39] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Play  is  made  in  turn.     Count  out  for  beginner. 

The  beginner  spins  the  counter  and  may  move  his 
men  only  on  an  even  count.  He  may  then  divide 
the  count  between  two  men  and  move  these  for- 
ward on  the  game-board. 

Try  to  keep  men  in  line. 

The  hill-top  is  the  middle  of  the  game-board.  All 
men  must  be  moved  upon  this  and  turned  about 
before  any  can  turn  back. 

The  player  who  can  get  all  his  men  back  to  their 
starting  place  first  wins  and  the  King  of  France 
calls  this  his  leading  company. 

You  may  play  the  game  in  rounds,  making  the  win- 
ning three  out  of  five  games. 

/ 

The  King  of  France 

And  ten  thousand  men — 
They  marched  up  a  hill, 

And  then  marched  down  again! 

That's  just  exactly  how 

/  go  to  school  each  day 
For  when  my  school  is  out 

I  come  right  home  to  play! 


[40] 


THE  GAME  OF  BOATS 

Material  Required  to  Make  the  Game  of  Boats: 
the  lower  half  of  some  oblong  cardboard  box  from 
eighteen  to  twenty  inches  long  and  about  twelve 
inches  wide,  two  small  boxes  about  an  inch  long — or 
the  two  halves  of  a  walnut  shell,  some  dried  white 
beans.  (Possibly  some  cut-out  pictures  of  ships.) 

For  counter,  a  bit  of  twig  and  a  small  square  top 
of  a  druggist  box — a  round  one  not  more  than  an  inch 
or  two  across  its  cover — will  answer  as  well. 

Tools  Needed  to  Make  the  Game  of  Boats:  scis- 
sors, crayons — perhaps  a  very  wee  bit  of  paste. 

Yes,  it  is  fun  to  travel — it  is  fun  to  travel  over  a 
cardboard  ocean  in  a  play  ship  too,  and  you  can  have 
a  good  time  even  if  you  can't  be  upon  a  real  ocean 
with  big  waves  that  are  like  hills.  The  cardboard 
ocean  may  be  flat  but  it  is  exciting,  for  ever  so  many 
things  might  happen  there.  And  so,  there  is  a  game 
that  you  can  make  about  all  this. 

Find  the  lower  half  of  some  good-sized  cardboard 
box  and  turn  it  over.  The  bottom  of  the  box  makes 
a  clear  space  to  draw  upon.  Take  a  brown  or  green 
crayon,  and,  at  both  ends  of  the  box,  draw  land  as  the 
maps  and  geographies  represent  it — a  wiggly  outline 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

with  a  cape  enclosing  a  rounded  bay  or  something 
like  that. 

Next,  color  the  space  between  land  ends  blue  with 
blue  crayon.  Do  this  lightly  and  with  wavy  lines  to 
look  like  waves. 

Decide  at  what  spot  you  will  have  your  harbor  and 
what  the  name  of  the  port  at  the  harbor's  mouth  is 
to  be.  You  can  print  it  in  small  letters,  if  you  wish. 
You  will  need  to  have  another  port  at  the  opposite 
end  of  the  box  also.  Name  this  and  write  or  print 
its  name. 

Next,  place  a  series  of  numbers — from  I  to  /5 — 
so  that  these  run  across  the  box  as  shown  in  the  dia- 
gram. 


Diagram  for  the  Game  of  Boats 

Place  the  numbers  4  and  12  out  of  the  course  a  little 
way.  Place  the  number  8  also  out  of  the  direct 
route.  Number  /  and  75  should  be  at  the  ports. 
That  is  all  there  is  to  the  game-board. 

The  counter  is  made  exactly  as  the  top  for  Spin- 

[42] 


THE  GAME  OF  BOATS 

the-Top  was  made,  only  that  it  is  constructed  with 
the  cover  of  a  small  box  and  its  four  sections  are  num- 
bered I,  2,  J,  o.  If  you  prefer  a  counter  that  is 
used  in  some  other  game — one  that  twirls  with  an 
indicator,  make  that.  The  top  of  the  box  is  divided 
crisscross  and  sections  are  numbered.  A  cardboard 
indicator  is  cut  with  a  pointed  end  and  placed  on  a 
pivot  made  with  a  pin  or  a  small  round  wire  shank. 

The  boats  that  travel  over  your  ocean  may  be  small 
cardboard  boxes,  buttons,  or  walnut  shells.  If  you 
use  small  druggist  boxes,  pictures  of  ships  may  be 
found  in  advertising  pages  of  magazines.  Where 
these  are  small,  they  may  be  cut  out,  colored  and 
pasted  to  the  sides  of  boxes. 

Your  ships  carry  cargo — dried  white  beans  or  but- 
tons. 

Cargo  is  carried  to  an  opposite  port  and  left  there. 

The  first  to  dispose  of  all  freight,  wins  for  he  has 
made  the  most  successful  trips. 

How  TO  PLAY  THE  GAME  OF  BOATS 

Count  out  for  beginner. 

Two  may  play  the  game. 

Each  player  must  have  a  ship  that  is  easily  distin- 
guished from  that  of  his  opponent. 

To  each  player  is  given  a  supply  of  five  beans  or  but- 
tons which  he  must  deliver  at  the  opposite  port. 

Each  player  chooses  which  port  shall  be  his.  The 
one  who  starts  the  game  chooses  first  and  the 
other  player  takes  the  remaining  port. 

[43] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

To  begin,  each  places  his  ship  at  his  port  on  the  num- 
ber /  or  75. 

Each  spins  or  twirls  the  counter  and  takes  the  number 
of  beans  which  it  directs.  These  are  placed  in 
each  ship,  either  in  the  little  box,  or  inside  the 
shell  of  the  walnut  or  on  the  button,  if  large 
enough.  This  cargo  is  to  go  to  the  opposite 
port.  Twirl  the  counter  once  again  and  start 
across  the  ocean  making  as  much  advance  on 
the  numbers  of  the  course  as  your  counter  has 
allowed. 

Number  4  and  number  12  are  Fog.  Fog  takes  you 
from  your  direct  course..  You  stay  there  over 
one  turn. 

Number  8  is  "Speeding"  and  takes  you  forward  two 
new  numbers. 

If,  when  you  make  port,  you  have  part  of  your  count 
left  over,  you  may  deposit  your  cargo  and  return 
for  a  new  one  on  the  same  count. 

[The  first  to  deliver  all  shipments  is  winner. 

The  ocean  is  so  big  and  blue, 

I  like  to  sail  on  it — don't  you? — 

I  love  the  ships,  the  waves,  the  sky, 
And  all  the  islands  that  pass  by — 

And,  someday,  when  I  am  a  man, 
Til  be  a  sailor,  if  lean! 


[441 


The  Game  of  Boats,  Made  on  the  Bottom  of  a  Long  Box  and  Played 
Either  with  Buttons  or  Cut-Out   Ships   Pasted   to   Tiny  Boxes. 


The   Railroad   Game   Made  from  an   Old  Time-Table   Map   and    Played 
with  Buttons.    The  Counter  is  Made  from  a  Small  Square  Box. 


THE  RAILROAD  GAME 

Material  Required  to  Make  the  Railroad  Game: 
an  old  map  cut  from  a  disused  time-table — one  upon 
which  lines  of  travel  are  clearly  marked,  the  cover  of 
a  cardboard  box  upon  which  this  may  be  pasted,  two 
buttons  of  different  kinds,  small. 

For  counter  is  needed  some  small  round  or  square 
cardboard  box  three  inches  across  its  top,  a  round 
wire  paper-shank  for  pivot  of  its  indicator,  and  a 
narrow  strip  of  strong  cardboard  from  which  to  cut 
the  indicator-hand. 

Tools  Needed  to  Make  the  Railroad  Game:  only 
a  bit  of  library  or  starch  paste. 

Probably  you  never  knew  that  a  railroad  map 
might  be  made  into  a  good  game — but  it  CAN.  See  1 
Here  is  one!  You  may  make  one  with  almost  any 
map  you  find.  It  may  be  that  you  will  come  upon  a 
small  map  of  the  United  States,  and  if  that  is  not  too 
long  to  fit  your  box  you  may  use  it,  or  a  portion  of  it. 
In  the  game  you  see  in  the  picture,  the  trip  made 
was  from  New  York  to  Chicago — not  direct,  but 
across  the  Southern  States. 

First,  mount  the  map  on  the  box.  Next,  examine 
it  carefully  and  mark  all  the  principal  stops — all 
large  cities  that  are  more  than  an  inch  apart. — I  had 

[45] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

thirteen  stops  all  marked  in  black  crayon  so  as  to  be 
very  distinct  indeed. 

The  counter  is  easily  and  quickly  made  from  a 
smaller  box  by  ruling  a  line  from  corner  to  corner,  ii 
the  box  is  square;  and  if  round  merely  crisscross. 
Number  each  of  the  four  sections.  Use  numbers  /,. 
2,  3,  4- 

How  TO  PLAY  THE  RAILROAD  GAME 

Two  players  play  the  game.  One  starts  at  one  end 
of  the  route  at  the  last  principal  city — the  other 
starts  opposite. 

Count  out  for  beginner.     Play  in  turn. 

Place  buttons  at  starting  places. 

Spin  the  counter  and  take  the  number  it  indicates  for 
your  move. 

In  reaching  the  opposite  side,  an  exact  count  such  as 
is  needed  to  make  the  destination  with  nothing 
left  over  is  needed. 

One  must  make  a  round  trip  to  win  the  game. 

The  first  to  come  back  to  his  starting  place  wins. 

No  two  buttons  may  ever  rest  on  the  same  city.  The 
count  that  brings  a  second  player  on  a  place  al- 
ready occupied  is  forfeited  always. 

Come  take  a  trip  with  me, 

Upon  a  pleasant  day, 
All  on  a  railroad-map — 

(We'll  stop  upon  our  way!) 


[46] 


THE  CLOTHES-PIN  GAME 

Material  Required  to  Make  the  Clothes-Pin 
Game:  the  lower  half  of  a  cardboard  starch-box  and 
six  clothes-pins. 

Counter  is  any  small  round  or  square  box  not  over 
an  inch  and  a  half  in  width. 

Tools  Needed  to  Make  the  Clothes-Pin  Game: 
a  black  pencil,  colored  crayons,  some  paste. 

If  you  happen  to  be  six  or  seven  years  old — or 
maybe  older — some  rainy  day  when  there  is  nothing 
to  do  but  watch  the  rain-drops  and  wish  that  it  would 
clear,  go  to  your  hoard  of  cardboard  boxes  and  find 
the  lower  half  of  some  box  about  five  inches  deep  and 
eight  or  nine  inches  long.  Then,  in  the  laundry,  find 
six  clothes-pins.  You  can  return  them  after  having 
played  the  game  and  the  laundress  can  use  them  again 
as  soon  as  they  are  washed.  Probably  she  will  laugh 
to  see  what  you  have  made  of  them — why,  real  little 
men,  to  be  sure!  Yes,  and  you  play  the  game  with 
the  funny  clothes-pin  men,  you  dol 

It  takes  no  time  at  all  to  fix  the  game  for  play. 
Divide  the  box  into  halves.  Use  your  black  pencil 
for  this. 

Make  the  counter  next.     It  is  any  very  little  box 

[47] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

you  may  happen  to  have.  Glue  its  top  fast.  Color 
one  side  red  and  the  other  side  blue — or  make  any 
other  choice  of  colors  that  you  wish. 

Color  the  tops  of  the  clothes-pins  to  match,  three 
red  and  three  blue,  or  make  the  three  match  the  col- 
ors you  yourself  wished  to  use.  The  colors  show  to 
which  player  these  clothes-pins  belong. 

With  black  crayon,  mark  a  funny  face  on  each 
clothes-pin,  right  under  the  knob  that  you  have  col- 
ored. This  little  knob  then  shows  plainly  that  it  is 
a  cap.  The  color  of  the  cap  shows  to  which  player 
the  clothes-pin  man  belongs.  You  may  paste 
straight  strips  of  colored" paper  behind  the  clothes- 
pins to  form  arms.  The  ends  of  the  clothes-pins 
may  be  colored,  to  represent  the  trousers  of  the 
clothes-pin  man. 

How  is  this  game  played?  Well,  here  are  the 
rules ! 

How  TO  PLAY  THE  CLOTHES-PIN  GAME 

Two  players  may  play. 

Count  out  for  beginner. 

Each  player  has  three  men  whose  caps  are  all  colored 
the  same  shade. 

The  object  of  the  game  is  for  one  player  to  place  three 
men  upon  the  box.  The  first  to  do  this  wins. 

To  start  play,  take  one  man.  (None  should  be  upon 
the  box.)  Toss  the  box  that  is  the  counter:  if 
your  color  (like  that  upon  the  caps  of  your  men) 
is  uppermost,  place  one  man  on  the  box. 

[48] 


The  Clothes-Pin  Game  Made  from  the  Lower  Half  of  a  Cardboard  Box 
and  Played  with  Clothes-Pin  Men  and  a  Small  Box  for  a  Counter. 


Box  Croquet,  a  Game  Made  from  Narrow  Cardboard  Boxes  and  Spools. 
The  Balls  are  Marbles. 


THE  CLOTHES-PIN  GAME 

After  any  player  has  placed  two  men  on  the  box,  his 
opponent  may  take  off  these  any  time  he  turns 
up  the  other  player's  color.  Otherwise,  he 
places  his  own  man.  (In  some  cases,  a  counter 
will  not  fall  on  its  side  but  will  stand  upright. 
In  this  case  play  is  forfeited.)  To  win  the  game 
is  harder  than  one  might  imagine,  but  long 
games  are  fun  on  rainy  days,  don't  you  think  so? 

The  fairies,  they  are  very  small, 

Just  little  things,  you  say, — 
And  maybe  that  their  treasures 

Are  little  the  same  way ! 
If  just  a  golden  pumpkin 

Could  make  a  coach  and  four, 
Why,  magic  must  be  all  around 

Close  to  our  own  back-door! 


[49] 


THE  GAME  OF  BOX  CROQUET 

Material  Required  to  Make  the  Game  of  Box 
Croquet:  three  narrow  cardboard  boxes  about  seven 
inches  long  and  two  or  three  inches  wide,  six  empty 
spools,  a  strip  of  strong  cardboard,  a  bit  of  string, 
two  marbles. 

Tools  Needed  to  Make  the  Game  of  Box  Cro- 
quet: a  pair  of  scissors,  a  box  of  crayons. 

If  you  look  at  the  picture  of  my  box  croquet  game, 
I  really  think  you  will  see  for  yourself  exactly  how 
it  is  made,  but  I  will  tell  you  exactly  how  I  did  it. 
It  can  be  played  indoors  on  the  rug.  Of  course,  it 
cannot  be  played  outdoors.  There  you  have  a  real 
croquet  game  on  the  lawn,  I  hope! 

Spools,  to  begin  with,  are  the  stakes.  Glue  one 
end  of  a  spool  to  another.  Stand  them  on  end.  I 
used  large  spools  for  bases  because  that  is  better.  It 
makes  a  stake  more  steady. 

I  cut  two  long  cardboard  strips  each  sixteen  inches 
long  and  not  quite  an  inch  wide.  Each,  I  folded 
through  its  center  around  a  small  spool  and  I  tied 
the  spool  fast  to  the  cardboard  strip  with  string. 
Then,  I  tied  the  two  ends  of  cardboard  together  at 
the  top  of  the  mallet  handle  and  I  made  a  colored 

[So] 


THE  GAME  OF  BOX  CROQUET 

stripe  with  crayons  on  each  because  mallets  always 
have  to  have  that  to  make  them  match  the  balls.  I 
chalked  my  marbles  to  match  also;  but  if  yours  will 
not  take  crayon  markings  just  simplify  matters  by 
selecting  colored  marbles  the  shade  of  the  mallet 
stripes. 

My  Box  Croquet  had  only  five  wickets.  That  is 
all  that  one  needs  for  so  small  a  game,  I  think.  I 
cut  the  wickets  from  my  cardboard  boxes,  using  the 
lower  half  of  the  boxes. 

When  you  make  your  game,  first  cut  this  lower 
portion  of  your  cardboard  box  into  two  even  sections. 
Next,  leaving  a  strip  of  the  bottom,  cut  away  most 
all  the  rest  of  the  cardboard  from  each  half.  In  this 
way,  you  make  two  wickets  from  each  narrow  candy- 
box  you  have  to  use.  Three  boxes  made  six  wickets 
but  you  will  need  only  five. 

Box  Croquet  is  played  as  nearly  as  possible  like 
real  croquet.  To  play  it,  lay  the  game  out  upon  a 
rug,  making  the  stakes  twelve  inches  from  the  end 
wickets.  Place  one  wicket  in  a  line  half-way  be- 
tween these  and  a  wicket  at  each  side.  Start  your 
ball  six  inches  from  the  stake. 

How  TO  PLAY  Box  CROQUET 

Players  play  in  turn,  hitting  marbles  with  mallets. 

Count  out  for  beginner. 

When  a  marble  passes  through  a  wicket,  this  gives 

another  turn. 
When  you  hit  another  marble,  you  have  another  turn 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

but  you  must  leave  the  other  marble  where  it 
was. 

To  win,  you  must  go  to  the  opposite  stake,  strike,  and 
come  back.  The  first  to  hit  two  stakes  properly, 
according  to  rule,  wins  the  game. 

If  you  will  come  to  my  house, 

I'll  tell  you  what  we'll  play — 
We'll  have  a  dolls'  croquet-match 

Upon  my  floor  to-day! 

And  you  may  have  the  blue  ball 

And  I  will  take  the  white — 
Because  you  like  the  blue  ball, 

I  like  to  be  polite! 


[52] 


A  ROBIN  HOOD  ARCHERY  GAME 

Material  Required  to  Make  an  Archery  Game: 
one  shallow  box  about  twelve  inches  long,  some  tissue 
paper,  a  small  branch  of  some  straight-limbed  tree, 
two  paper-fasteners. 

Tools  Needed  to  Make  an  Archery  Game:  a  pen- 
knife, a  bit  of  paste. 

Outdoors,  it  is  fun  to  play  with  bows  and  arrows 
that  shoot  a  long  distance  but  indoors  one  cannot  do 
this.  The  next  best  thing,  when  you  wish  to  shoot 
at  a  target  indoors,  is  to  make  a  game  that  you  can 
play  with  this  way.  And  you  can  do  it,  too, — yes, 
you  can! 

Your  target  is  made  by  fitting  the  lower  half  of  a 
cardboard  box  to  the  back  of  its  cover  as  you  see  it  in 
the  picture.  Fasten  the  rims  of  the  box  with  paper- 
fasteners,  one  on  each  side.  Then,  you  will  have  a 
target  that  stands  firmly.  But  you  cannot  shoot 
through  cardboard  with  your  small  arrows,  so  cut 
out  a  circle  from  the  upper  part  of  the  box  cover  and 
paste  a  square  of  tissue  paper  behind  it.  THAT  you 
can  shoot  right  through  and  when  you  do,  a  new 
piece  is  pasted  on  the  target. 

Every  boy  knows  how  to  make  a  bow  and  arrow,  I 

[53] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

hope.  The  one  in  the  picture  is  simply  a  twig  bent 
and  tied  with  string.  You  can  see  exactly  how  I 
made  it.  Straight  twigs  nicely  whittled  make  ar- 
rows. Your  bow  should  be  about  twelve  inches  long. 
Arrows  should  be  seven  inches  long. 

Stand  six  ruler-lengths  from  the  target,  and  see  if 
you  can  hit  it  so  that  your  arrow  goes  through  the 
tissue  paper. 

You  know  yourself  how  to  shoot.  You  do  not  need 
to  play  with  anybody  else,  but  you  can  play  with  the 
target  as  a  game  by  taking  turns  at  shooting  toward 
the  mark.  Of  course,  the  one  who  shoots  through 
the  tissue  paper  first  is  the  best  shot  and  the  best  shot 
in  any  archery  game  is  Robin  Hood!  Isn't  it? 

There  is  no  rule  for  this  game  except  the  one  that 
applies  to  all  games,  FAIR  PLAY.  And  always 
shoot  downwards  toward  the  target  on  the  rug.  In 
this  way,  no  possible  harm  can  come  to  anything — 
and,  if  puss  is  in  the  way,  shoo  her  off  I 

Robin  Hood  shot  well 

And  William  Tell  did  too— 

I  wonder  which  one  shot  the  best? 

I  only  wish  I  knew  I 


[54] 


A  Robin  Hood  Archery  Game  Made  with  a  Box  Target  and  an  Arrow 
Whittled    from  a   Small    Straight  Twig. 


A  Game  of  Quoits  Made  from  a  Mailing-Tube,  a  Small  Box  and  Raffia- 
Braided  Rings. 


THE  GAME  OF  PLAYCRAFT  QUOITS 

Material  Needed  to  Make  the  Game  of  Playcraft 
Quoits:  a  cardboard  mailing-tube,  the  lower  half  or 
the  cover  of  some  small  cardboard  box  about  four 
inches  in  size,  raffia  from  which  to  braid  rings — or 
cardboard  from  which  to  cut  them.  Old  brass  cur- 
tain rings  may  also  be  used. 

Tools  Needed  to  Make  the  Playcraft  Quoits:  a 

pair  of  scissors  and  some  fingers. 

Surely,  you  can  make  a  game  of  quoits  all  yourself  I 
Find  a  cardboard  mailing-tube  and  a  small  card- 
board box  not  more  than  four  inches  across  its  top. 
Cut  a  piece  the  size  of  an  end  of  the  mailing-tube 
from  the  base  of  the  cardboard  box,  and  turn  it  over. 
Fit  the  mailing-tube  down  into  this  stand,  firmly. 
That  is  the  stake  and  it  is  finished ! 

The  playcraft  quoits  may  be  used  either  indoors 
or  outdoors.  If  used  outdoors,  there  should  be  no 
wind  for  the  rings  are  light.  They  may  be  braided 
from  raffia  or  from  heavy  string,  if  you  prefer. 

Use  several  thicknesses  of  raffia  length — or  string 
— and  cut  each  into  length  about  twelve  inches.  Sew 
or  tie  ends  together  and  there  are  your  rings!  Make 
three. 

[55] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Rings  may  be  made  from  cardboard  by  cutting 
strips  and  sewing  ends  of  strips  fast  together.  Brass 
curtain  rings  may  also  be  used,  if  not  too  heavy. 

How  TO  PLAY  THE  GAME  OF  QUOITS 

Two  or  three  players  may  play  the  game. 

Count  out  for  order  of  play. 

To  make  a  play,  toss  the  three  rings  in  succession  try- 
ing to  get  them  over  the  stake. 

Stand  at  least  five  ruler  lengths  from  the  stake  when 
tossing  rings. 

The  first  to  make  a  score  of  12  wins. 

Quoits  are  fun, — an*  I  like  to  play 
Throwing  rings  at  a  stake  this  way — 
This  game  of  quoits  I  made  for  fun 
I  played  with  Bobbie  an*  I  won, 
An*  Bobbie  says  he'll  make  one  too. 
He's  got  a  mailing-tube  all  new! 


[56] 


BOX  LOTTO 

Material  Required  to  Make  a  Game  of  Box  Lotto : 
the  two  halves  of  a  shallow  box  similar  to  that  in 
which  letter-paper  comes  packed,  an  old  calendar- 
pad  containing  the  numbered  days  of  two  months, 
some  cardboard  from  which  to  cut  markers  or  a 
handful  of  dried  white  beans. 

Tools  Needed  to  Make  Box  Lotto:  a  pair  of  scis- 
sors, some  paste. 

Box  Lotto  requires  some  scissor  work  and  paste 
for  its  making.  To  make  it  you  must  have  the  shal- 
low halves  of  two  boxes  or  two  small  covers  that  have 
fitted  together  to  form  one  box.  Also,  you  will  have 
to  hunt  for  two  numbered  leaves  of  some  calendar 
that  have  thirty  days  to  a  month  printed  on  them. 

It  takes  very  little  time  to  make  the  game:  first, 
cut  out  the  numbers  from  the  calendar  in  neat  squares. 
Mix  these  well  and  then  place  fifteen  in  one  box 
cover  and  fifteen  in  the  other,  pasting  the  numbers 
in  neat  rows  with  space  between.  If  you  look  at  the 
picture  of  the  game,  you  will  see  how  this  should  be 
done. 

Now,  if  you  can  find  another  calendar-leaf  that 
has  another  thirty  days  upon  it,  cut  these  out  in  the 

[57] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

same  way  and  mount  these  upon  small  squares  of 
cardboard,  each  separate.  The  cardboard  squares 
should  be  about  an  inch  in  size  and  it  will  take  little 
time  to  make  them.  If  you  have  no  other  numbered 
calendar-leaf  for  your  play,  write  the  numbers  on 
the  cardboard  slips  yourself.  Write  plainly  and 
underline  the  number  six  and  the  number  nine. 

You  will  need  a  handful  of  dried  beans.  When 
these  cannot  be  found,  take  a  square  of  colored  card- 
board or  the  bright  cover  of  some  old  pamphlet,  and 
cut  this  into  thirty  small  squares  each  about  a  quarter 
of  an  inch  in  size.  When  these  are  cut,  your  game 
is  ready  to  play.  Each  player  takes  one  numbered 
box  cover  for  play. 

How  TO  PLAY  Box  LOTTO 

Two  may  play  the  game.  It  is  played  in  three 
rounds.  To  win,  a  player  must  have  two  rounds 
to  his  credit. 

To  start  the  game,  turn  all  numbered  cardboard 
squares  over  so  that  numbers  do  not  show.  Mix 
these  up  very  thoroughly.  Keep  them  in  a  pile 
in  the  center  of  your  play-table. 

Count  out  to  see  who  shall  start. 

The  player  who  starts,  takes  a  numbered  square  from 
the  center  of  the  table.  (He  must  not  see  the 
number  he  is  drawing.)  He  turns  the  number 
over  and  calls  it.  Then,  the  player  who  has 
this  number  draws  a  bean  and  puts  it  over 
the  number  that  has  been  called  and  that  is  in- 

[58] 


Box  Lotto,  a  Game  Made  Within  the  Two  Halves  of  a  Letter-Paper  Box, 
and  with  the  Numbers  Cut  from  a  Calendar-Pad,  and  with  Dried  Beans. 


There-and-Back,  a  Game  Made  upon  the  Bottom  of  an  Oblong  Letter- 
Paper  Box  Turned  Over.    The  Counter  is  a  Small  Cardboard  Box. 


BOX  LOTTO 

side  his  box  cover.  (If  colored  squares  cut 
from  cardboard  are  used  for  markers,  he  draws 
one  of  these  instead  and  places  it  over  his  num- 
ber.) 

Place  the  square  from  the  center  pile,  after  it  has 
been  called,  aside.  The  next  player  then  takes 
his  turn  and  calls  a  new  number. 

The  first  to  have  filled  his  box  with  paper-markers 
or  beans  to  cover  its  fifteen  numbers  wins  a 
round  of  the  game. 

Then,  start  again,  mixing  numbers  in  the  center  pile 
well. 

The  first  to  win  two  rounds — to  him  is  victory  1 

A  calendar  and  beans  have  made 

A  jolly  game  with  which  I  played — 

I  made  this  game  and  you  can  too — 
It  is  an  easy  thing  to  do! 


[59] 


THERE- AND-BACK 

Material  Required  to  Make  the  Game  There-and- 
Back:  half  of  some  box  about  six  or  seven  inches 
long  and  about  four  or  five  inches  wide,  eight  small 
wooden  button-molds  or  four  white  buttons  and  four 
small  dark-colored  buttons.  (These  may  or  may 
not  be  alike  in  shape  but  must  be  of  similar  tone  so 
as  to  be  easily  distinguished  for  play.) 

The  counter  for  play  is  made  as  other  boxcraft 
counters  are  constructed  for  games.  A  round  or 
square  box  is  required  and  a  small  cardboard  indica- 
tor-hand is  cut  for  this.  It  is  made  to  revolve  upon  a 
pin  or  a  wire  shank. 

Tools  Needed  to  Make  There-and-Back:  a  ruler, 
a  pencil,  some  colored  crayons. 

See  that  you  have  all  materials  required  to  make 
the  game.  Then,  measure  eight  divisions  on  each 
end  of  your  box.  An  easy  way  to  do  this  is  to  cut  a 
soft  piece  of  pad  paper  in  a  strip  the  exact  length  of 
the  width  of  the  box.  Fold  this  twice — then  you 
have  halves.  Fold  halves  once  and  you  have  fourths. 
Fold  fourths  and  you  have  eighths,  the  eight  divisions 
you  are  after  I  Each  crease  in  the  paper  shows  where 
a  division  line  should  come.  Mark  these  upon  the 

[60] 


THERE-AND-BACK 

two  ends  of  your  box  and  join  them  evenly  with 
parallel  lines. 


A 

6 

c 

D 

£ 
P 
6 

A 

B 
C 
D 
<= 

f 
6 

Diagram  for  There-and-Back 


Measure  the  length  of  your  box  sides.    Use  a  piece 
of  folded  paper  the  same  way,  making  eight  divisions. 


* 

X 

X* 

X 

X 

X 

V 

X 

X 

V 

X 

X 

X 

V 

X 

* 

Diagram  for  There-and-Back 


Mark  these  off  on  the  sides  of  your  box  and  join  the 
two  opposite  points  making  seven  parallel  lines. 

[61] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

This  gives  you  the  game-board  marked  off  into  small 
squares. 

Color  four  squares  alternately  at  each  end  of  the 
game-board. 

Color  your  squares  with  green  crayon,  or  brown,  or 
black,  just  as  indicated  in  the  diagram  where  squares 
have  small  crosses  in  them.  Then,  the  game-board 
is  quite  finished. 

Take  any  small  round  or  square  box  or  box  cover 
you  wish  to  use  as  counter.  Divide  it  into  four  equal 
sections.  Number  three  of  these  and  leave  one  sec- 
tion blank. 

Cut  an  indicator  to  spin  as  hand  upon  the  counter. 
Place  this  upon  a  pivot  made  of  a  stout  pin  or  a  wire 
shank  that  has  rounded  sides.  See  that  the  indicator- 
hand  revolves  easily  and  spins  without  impediment. 

Last  of  all,  color  your  small  wooden  button-molds 
that  are  used  to  play  the  game.  They  may  be  colored 
four  blue,  four  red.  Buttons,  when  used  in  the  place 
of  button-molds  for  men,  simplify  work.  Two  dif- 
ferent kinds  are  required,  four  of  one  color  and  four 
of  another.  These  may  or  may  not  be  of  the  same 
size. 

That  is  all. 

How  TO  PLAY  THERE-AND-BACK 

Two  players  may  play  the  game.  Count  out  for  be- 
ginner. 

The  beginner  selects  his  color  from  button-molds  or 
from  buttons,  four  men  alike. 

[62] 


THERE-AND-BACK 

Each  player  arranges  his  men  on  white  squares  at  op- 
posite ends  of  the  game-board. 

Each  player  in  his  turn  spins  the  counter  and  moves 
as  many  spaces  as  it  directs,  either  to  right,  to 
left,  or  straight  ahead. 

All  green  squares  are  safety-squares.  A  man  placed 
on  a  safety-square  may  not  be  interfered  with. 

No  white  squares  are  safety-squares  and  when  any 
player  lands  upon  one  of  these  where  his  op- 
ponent has  placed  a  man,  the  opponent's  man 
must  go  home — back  to  the  starting  end  of  its 
player's  side. 

Players  must  cross  the  board  to  the  opposite  side,  get- 
ting all  four  men  together  upon  green  squares 
there  before  starting  home  again.  The  one  who 
can  go  There-and-Back  first  wins  the  game. 

Play  must  always  be  made  forward  but  may  go  also  to 
right  or  left  if  forward. 

Little  box  game  and  button  men — 
Spin  the  counter  around  again : 
One,  and  two,  and  here  I  go 
I'm  ahead  of  you,  I  know! 
Little  box  game  and  button  play — 
Who'll  go  There-and-Back  to-day? 


[63] 


THE  HAPPY  SQUIRREL'S  GAME 

Material  Required  to  Make  the  Happy  Squirrel's 
Game:  a  cardboard  box  cover  at  least  twelve  inches 
by  nine,  about  twelve  small  button-molds  or  more,  if 
you  can  find  them.  (An  assortment  of  small  buttons 
may  be  used,  if  desired — some  twenty  of  them.) 

For  counter,  any  very  small  round  or  square  drug- 
gist box  may  be  used. 

Tools  Needed  to  Make  the  Happy  Squirrel's 
Game:  crayons. 

Did  you  ever  try  to  draw  a  tree?  It  is  a  simple 
matter,  isn't  it!  Everybody  can  draw  a  tree!  And, 
if  you  can  draw  a  tree,  you  can  make  a  squirrel  game. 
— WHAT  is  a  Squirrel  Game?  Why,  you  see  Squir- 
rel Games  all  about  you  in  the  fall!  It  is  gathering 
a  store  of  nuts,  of  course!  In  fall,  bluejays  are  busy 
with  nuts  and  nut-trees  playing  with  the  chattering 
squirrels. 

If  your  box  has  print  upon  its  cover,  turn  it  over  and 
use  the  bottom  of  the  box  to  draw  upon.  If  you  have 
a  box  cover  with  print  upon  it,  paste  brown  paper 
over  the  entire  cover.  Cut  edges  neatly  and  use  the 
covered  top  to  draw  upon.  Then,  draw  your  tree! 
Make  it  a  large  and  spreading  one.  Color  its  leaves 
and  foliage  green  and  its  trunk  brown. 

[64] 


THE  HAPPY  SQUIRREL'S  GAME 

The  buttons  are  nuts.  Place  them  upon  the  tree 
where  you  will. 

In  the  picture  of  the  game,  you  will  see  a  squirrel 
and  a  bluejay.  I  cut  these  from  cardboard  and  col- 
ored them.  (Something  about  the  bluejay's  tail  does 
not  look  quite  right.  I  think  he  is  twirking  it  too 
much  I)  I  mounted  each  figure  on  a  spool.  I 
glued  a  strip  of  cardboard  to  the  back  of  each  card- 
board figure,  and  ran  it  down  through  the  spool,  and 
glued  the  cardboard  strip  fast.  (The  squirrel  and 
the  bluejay  look  as  if  they  were  standing  on  stumps, 
don't  you  think  so?) 

The  counter  is  just  a  druggist  box.  Its  cover 
should  be  glued  on  tight  so  that  it  will  not  come  off. 
Color  one  side  green  and  the  other  brown.  Green 
means  no  nut.  Brown  means  one  nut.  Will  the 
bluejay  or  the  squirrel  get  the  larger  store  of  nuts 
from  your  tree? 

How  TO  PLAY  THE  HAPPY  SQUIRREL'S  GAME 

Two  players  may  play.  One  takes  the  part  of  Squir- 
rel and  one  takes  the  part  of  Bluejay. 

Count  out  for  beginner.     Beginner  makes  choice. 

Play  is  made  in  turn  by  tossing  the  counter.  If  it 
falls  with  green  up,  the  player  who  has  tossed 
it  gets  nothing.  If  it  falls  brown  side  up,  the 
player  may  take  a  nut  from  the  tree.  When  the 
counter  rolls  off  the  table  or  falls  so  that  it  stands 
upright,  the  other  player  takes  a  nut  from  the 
store  of  the  one  whose  turn  it  was.  The  one  to 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

obtain  the  largest  store  of  nuts  wins.     You  can 
play  the  nuts  are  hickory  nuts. 

The  squirrel  and  the  blue  jay 

Are  playing  in  a  tree — 
They  try  to  make  a  feast  of  nuts. 

That  is  their  game,  maybe! 

I'd  like  to  be  a  squirrel 

To  jump  about  all  day — 
Let's  make  a  Happy  Squirrel  Game! 

Do  come  with  me  and  play! 


[66] 


The  Happy  Squirrel  Game,  Drawn  on  a  Box  Cover  and  Played  with  a 
Small  Box  and  Some  Buttons  or  Button-Molds. 


The   Game   of   Playcraft  Jack-straws   Made   from   Twigs.     The   Hook  is 
Made  with  a   Bent   Pin    Pressed   into  a   Straight  Twig-Handle. 


THE  GAME  OF  PLAYCRAFT 
JACKSTRAWS 

Material  Required  to  Make  the  Game  of  Play- 
craft  Jackstraws:  a  shallow  square  box  about  eight 
or  ten  inches  in  size,  a  handful  of  very  small  twigs,  an 
ordinary  pin. 

Tools  Needed  to  Make  the  Game  of  Playcraft 
Jackstraws:  a  pocketknife  that  isn't  very  sharp. 

Did  you  ever  make  a  game  of  Jackstraws?  Try  it 
some  day  when  you  are  where  you  can  pick  up  little 
twigs. 

First,  gather  a  handful  of  small  twigs — very  small 
ones  from  bushes  or  from  the  ends  of  small  tree 
branches.  Strip  all  leaves  from  them  and,  as  far  as 
possible,  cut  all  twigs  the  same  length.  Make  each 
"straw"  about  three  inches  long.  Let  some  be 
straight.  Leave  some  forked.  Let  others  be  curved. 
Give  as  wide  variety  of  shape  to  your  twigs  selected 
for  the  game  as  is  possible.  Make  about  twenty-five 
"straws"  and  whittle  off  the  bark  from  each. 

Next,  find  some  stout  pin  and  slip  it  into  the  end  of 
a  strong  piece  of  twig  about  four  inches  long.  Bend 
the  end  of  the  pin  to  form  a  hook.  This  makes  the 
holder  and  hook  for  play. 

[67] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Next  count  out  to  see  who  is  to  start  the  game,  and 
place  the  jackstraws  on  the  top  of  your  square  box. 
You  are  ready  to  play,  now. 

THE  WAY  PLAYCRAFT  JACKSTRAWS  Is  PLAYED 

From  two  to  four  players  may  play.     Count  out  for 

order  of  play. 
Try  to  get  a  "straw"  without  moving  the  pile.     If 

you  can  do  this,  take  it  from  the  box  without 

touching  your  fingers  to  it,  using  the  hook  only. 

If  you  move  the  pile,  your  turn  is  lost. 
Every  forked  twig  counts  2.     Every  straight  twig 

counts  /,  every  curved  twig  counts  3- 
Then,  when  the  pile  is  demolished  and  all  straws 

have,  somehow,  been  taken,  the  player  who  has 

the  highest  count  is  winner. 
Absolutely  no  jiggling  is  permitted — FAIR  PLAY! 

I  went  to  walk  with  Daddy 

Out  in  the  great  green  wood — 
We  picked  some  pretty  wintergreen 

That  tasted  very  good: 
And  Daddy  made  a  Jackstraw  Game 

Of  little  twigs  for  me — 
We  played  it  when  we  came  back  home, 

With  Mother,  after  tea. 


[68] 


THE  GAME,  FEEDING  THE  DUCKS 

Material  Required  to  Make  the  Game,  Feeding 
the  Ducks:  the  half  of  some  long  box  about  twenty  by 
fifteen  inches  or  smaller,  two  small  ducks  commonly 
found  in  toy-shops  that  sell  water-toys,  five  buttons 
that  need  not  be  alike. 

The  counter  may  be  of  any  kind  you  like  best  to  use. 
It  must  have  numbers  up  to  4  upon  it. 

Tools  Needed  to  Make  the  Game,  Feeding  the 
Ducks:  crayons. 

Of  course,  you  know  what  fun  it  is  to  watch  ducks 
or  swans  in  the  park  I  It  is  fun  to  watch  them  but, 
surely,  it  is  much  more  interesting  to  feed  them,  if  you 
have  a  bit  of  bread  to  toss!  Then,  they  will  come 
swimming  toward  you  and  each  will  try  to  get  the  bit 
of  bread.  It  is  a  regular  game,  the  first  one  to  reach 
it  and  swim  off  with  it,  wins!  There  you  have  it — a 
game  you  can  make  yourself!  You  can  draw  the 
park  pond  upon  the  base  of  some  cardboard  box  that  is 
free  from  print,  and  with  two  water-toy  ducks  you  can 
play  at  feeding  the  ducks!  When  you  play  your 
game,  however,  it  will  be  much  more  amusing  be- 
cause you  will  pretend  you  yourself  are  a  duck,  and 
you'll  know  how  it  feels  to  have  somebody  swim  right 

[69] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

ahead  of  you,  suddenly,  and  GRAB  a  nice  dainty 
morsel ! 

In  playing  the  game,  you  will  need  five  buttons. 
These  will  answer  for  crumbs  to  throw  to  the  water- 
toy  ducks. 

You  must  have  a  counter.  This  can  easily  be  made 
from  a  small  box  about  four  inches  square — or  a 
round  one,  if  you  prefer.  Divide  the  box  into  four 
equal  sections  as  you  see  illustrated  in  the  picture  of 
the  game.  Number  sections  i,  2,  3,  4.  Cut  a  bit  of 
cardboard  shorter  than  the  length  of  half  the  box. 
Make  it  about  a  quarter  of  an  inch  wide  and  cut  it  to 
a  point  at  one  end.  This  makes  the  indicator-hand. 
If  you  have  a  wire  shank  that  makes  a  round  hole, 
press  this  down  through  the  unpointed  end  of  the 
cardboard  which  is  to  make  the  indicator-hand. 
Press  it  also  down  through  the  center  of  the  box- 
counter  and  then  make  fast  the  two  halves  of  the  shank 
by  opening  them  inside  the  box.  See  that  the  indi- 
cator-hand moves  easily  around  this  pivot  to  spin 
swiftly. 

Now  make  the  game-board  that  is  to  represent  the 
lake  or  pond.  Take  your  box  and  turn  it  over  so  that 
you  have  a  clear  space  to  draw  upon.  Where  you 
have  only  an  ordinary  long  box  cover  that  is  covered 
with  print,  paste  some  wrapping-paper  over  the  entire 
box  top  and  let  it  dry  before  beginning  to  draw. 

The  pond  must  have  irregular  sides.  Draw  these 
so  that  the  pond  will  not  look  too  square  or  too  round, 
but  rather  oblong  like  the  one  in  the  picture.  Draw 


THE  GAME,  FEEDING  THE  DUCKS 

the  land  around  this  pond  with  brown  crayon,  and 
then  make  the  edge  green  by  filling  in  with  green 
crayon  around  the  rim  of  your  box  to  represent  grass. 

Have  you  ever  watched  the  ripples  on  a  lake?  It 
is  hard  to  represent  these  upon  a  box  but  we  can  do  it 
by  making  nine  irregular  wavy  lines  that  cross  the 
box  lake  at  equal,  or  nearly  equal,  distances  of  two  or 
more  inches  apart.  This  divides  the  pond  into  ten 
sections.  The  ducks  or  swans,  of  course,  must  be 
placed  in  a  group  at  one  end  of  the  box  lake  by  the 
shore.  Place  your  water-toy  ducks  there.  Each 
player  must  have  his  own  duck.  It  is  very  easy  to 
buy  different  kinds  of  water  fowl.  There  is  always 
some  way  to  distinguish  one  bird  from  the  other  even 
when  the  toys  are  painted  alike.  But,  if  your  eyes 
are  not  sharp  enough  to  find  this  distinguishing  mark, 
touch  the  wings  of  one  bird  with  a  bit  of  brown 
crayon,  and  the  other  with  blue  crayon. 

Now  the  game  is  ready  to  play.  Place  one  of  your 
buttons  in  the  center  of  the  board.  This  is  the  way 
to  start  the  game. 

Each  time  that  a  duck  gets  the  food  by  reaching 
that  division  of  the  game-board  with  his  count,  start  a 
new  button  one  space  further  away  from  the  bank 
where  the  ducks  are  so  that  when  the  last  comes,  it 
will  be  away  across  the  lake  at  the  other  end  of  the 
box  lake  by  the  opposite  shore.  The  duck  who  is 
quickest  to  get  the  food  and  the  player  who  gets  the 
most  buttons  winl  There  are  five  rounds  in  the 
game. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

How  TO  PLAY  THE  GAME,  FEEDING  THE  DUCKS 

Two  players  may  play  the  game.  Count  out  for  be- 
ginner. 

All  play  is  made  in  turn  by  spinning  the  hand  of  the 
counter  and  taking  the  number  that  is  on  the  di- 
vision upon  which  it  rests.  This  player's  swan 
may  then  move  from  the  shore  to  the  first  section 
of  the  lake,  and  on  as  many  sections  toward  the 
coveted  "food"  as  it  can  go.  The  next  turn  may 
carry  him  beyond  the  food,  but  he  must  wait  till 
he  has  a  third  turn  before  he  can  come  back  to 
try  to  reach  it.  Then,  he  turns  his  duck  about 
and  his  count  goes  the  other  way  so  that  he  swims 
about  the  lake.  (In  the  meantime,  the  other 
duck  has  had  a  turn  and  it  is  exciting  to  see  who 
will  get  the  right  count  to  reach  the  right  space 
and  secure  the  food  first.) 

As  soon  as  a  player  has  secured  one  button,  the  ducks 
are  placed  back  upon  the  "shore"  again  and  play 
starts  as  before  except  that  the  "food"  this  time  is 
further  away  by  one  section  than  it  was  at  the  last 
round. 

Every  number  given  in  a  turn  by  the  counter,  must  be 
used  up  by  a  player  going  always  in  one  direction 
without  turning.  Afterwards,  the  player  may 
turn  his  toy  and  go  in  a  new  direction,  if  he  has 
passed  the  space  within  which  is  the  coveted 
prize. 

At  the  finish,  the  one  who  has  secured  most  wins. 

[72] 


The  Game  of  Feeding  the  Ducks  Made  on  the  Cover  of  a  Cardboard 
Box  with  Crayons  and  Played  with  Button-Molds  or  Buttons  and 
with  Water  Toys. 


The  Game  of  Sun  and  Rain  Made  on  a  Box  Cover  with  a  Calendar  Pad 

o«/1      Plo.rorl     «MtJi     Qtnoll     rorrllwiatvl      <Nniiar«>c     rn1r»r*>r1     wltl-i     fVoirstfie 


THE  GAME,  FEEDING  THE  DUCKS 

If  in  trying  for  the  last  section  of  the  pond,  your  count 
is  more  than  enough  to  carry  you  there,  you  for- 
feit the  turn  till  your  number  carries  you  there 
on  an  even  count. 

In  case  of  a  tie  when  two  players  are  playing  this 
game,  add  a  button  at  the  center  to  end  the  game 
and  play  till  one  wins  it. 

I  know  a  little  penny-store 

That  isn't  far  from  here 
And  there  you  buy  most  anything 

Because  it  isn't  dear: 
One  day  I  bought  two  little  ducks 

And  made  this  little  game 
And  you  can  make  one  like  it, 

Exactly,  just  the  same! 


[73] 


THE  GAME  OF  SUN  AND  RAIN 

Material  Required  to  Make  the  Game  of  Sun  and 
Rain:  a  box  cover  and  a  bit  of  cardboard,  a  sheet  torn 
from  a  calendar,  one  month  containing  thirty  days. 

Tools  Needed  to  Make  the  Game  of  Sun  and 
Rain:  crayons  and  scissors,  some  paste. 

Sometimes  one  wonders  what  the  weather  will  be! 
It  is  all  pleasant  one  day — then,  the  next  day  will  be 
showery.  The  sun  and  the  rain  are  playing  a  game, 
maybe,  to  see  who  will  get  the  most  days  of  the  month ! 
If  you  would  like  to  play  a  game  like  this,  you  can 
easily  do  so.  You  will  need  to  find  a  large  calendar- 
pad  that  has  an  old  leaf  turned  back.  If  you  ask  for 
this,  no  doubt  that  you  may  have  it.  At  New  Year's 
there  are  ever  so  many  calendars  that  come  into  the 
house.  They  are  simply  advertisements  given  by 
butchers,  and  bakers,  and  candlestick-makers,  and 
banks.  Save  all  you  can,  and  there  will  be  plenty  of 
material  for  games. 

Cut  your  calendar  sheet  out  square.  Mount  it  on 
the  top  of  a  box  cover  as  I  have  mounted  the  one  you 
see  in  the  picture  of  the  game. 

Next,  cut  from  a  square  of  thin  cardboard  a  num- 
ber of  small  squares  that  will  fit  within  the  spaces  of 

[74] 


THE  GAME  OF  SUN  AND  RAIN 

days  numbered  on  your  box  game-board.  You  can 
easily  do  this  with  a  few  judicious  snips  with  scissors. 
Count  them.  There  should  be  about  forty.  Divide 
this  number.  Place  the  squares  in  separate  piles  and 
color  half  of  them  with  black  crayons  to  represent 
dark  days,  and  twenty  of  them  color  yellow  to  stand 
for  the  bright  sunny  days.  When  all  these  are  col- 
ored, mix  both  piles  together  to  make  a  heap  of 
weather  but  turn  the  squares  over  so  that  their  color 
may  not  be  seen.  Place  squares  with  color  face  down. 
Mix  the  weather  up  well. 

Two  may  play  the  game.  One  takes  the  part  of 
Mr.  Sun  and  the  other  Mr.  Rain.  Who  will  be  suc- 
cessful in  placing  the  most  of  his  days  in  the  month? 
See! 

How  TO  PLAY  THE  GAME  OF  SUN  AND  RAIN 

Two  may  play  the  game.    Play  is  made  in  turn. 

Count  out  for  beginner. 

The  beginner  draws  from  the  "weather  pile,"  any 
square  he  may  choose  and  places  it  over  "the  date 
of  the  first  day  of  the  month,  if  it  is  his  color. 
If  it  is  not,  the  colored  square  is  discarded — put 
aside  in  a  place  devoted  to  miscellaneous  weather. 
It  is  then  the  next  player's  turn.  If  he  draws  his 
color,  he  places  it  on  the  next  day  of  the  month, 
otherwise  he  discards  it  also. 

Play  continues  in  rounds  till  the  entire  calendar 
month  is  covered.  Shuffle  the  weather  well  be- 
fore beginning  a  new  round. 

[75] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

The  one  to  place  the  most  days  of  his  own  in  filling  up 
the  month  three  different  times  wins. 

Keep  a  score  of  each  one's  winning  each  month. 
Sum  these  to  find  out  who  wins  the  game. 

Some  days  are  rainy,  dull  and  long, 
Others  are  sunny,  full  of  song. 
It  matters  not  when  rain  clouds  rain 
Or  if  the  sun  comes  out  again 
When  we  are  happy  in  our  play, 
It  always  is  a  pleasant  day! 


[76] 


THE  SPOOLIE  GAME 

Material  Required  to  Make  the  Spoolie  Game:  as 
many  spools  of  all  shapes  and  sizes  as  you  can  collect, 
big,  little,  medium — thin  ones  and  fat  ones  too, — also 
a  collection  of  small  druggist  boxes. 

Tools  Needed  to  Construct  the  Spoolie  Game:  a 
bit  of  cardboard,  some  paste,  and  crayons. 

Really,  I  love  my  Spoolies!  They  are  such  jolly 
good  fun  to  make  and  such  nice  tumbly  acrobatic 
people!  There  is  Mr.  Spoolie.  You  can  see  him 
standing  upon  an  end  of  the  long  box  in  the  picture. 
There  is  Mrs.  Spoolie  at  the  other  end.  In  front  are 
Greenie,  Reddie,  and  Brownie  Spoolie,  the  children. 
You  can  make  them  ALL!  You  can  play  a  game 
with  them,  too.  They  are  made  merely  by  coloring 
spools  with  crayons.  I  think,  if  you  examine  the  pic- 
ture, you  will  see  just  how  I  made  my  Spoolie  family. 
It  takes  three  spools  to  make  one  Spoolie.  The  first 
spool  used  should  be  a  small  one.  Color  its  top  to 
represent  a  cap.  Below  this  draw  hair  with  yellow, 
black,  or  brown  crayon.  Then  mark  off  a  face.  The 
lower  part  of  the  spool  forms  a  round  collar. 

Decide  what  color  your  Spoolie's  suit  is  to  be  and 
color  the  next  spool — a  larger  one,  maybe, — that 

[77] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

color.  This  is  the  body  of  the  Spoolie,  his  jacket 
down  to  his  waist. 

Take  another  spool  and  color  this  to  match,  if  you 
like.  It  is  to  be  Spoolie's  trousers  or,  maybe,  your 
Spoolie  wears  a  skirt  and  is  a  lady?  In  this  case,  the 
last  spool  must  be  a  larger  one  than  either  of  the  other 
two. 

To  form  arms,  cut  a  narrow  strip  of  cardboard 
about  twice  the  length  of  a  good-sized  spool.  Paste 
this  between  the  head  and  the  body  spool.  Paste  the 
skirt  or  trouser  spool  next  to  the  body  and  cut  two 
pointed  bits  of  cardboard  for  feet,  pasting  these  be- 
neath the  last  spool  so  that  the  Spoolie  stands  upon 
them.  (Arms  may  be  colored  to  represent  sleeves 
and  the  ends  of  the  cardboard  strips  may  be  colored 
to  look  like  hands.) 

Spoolies  may  be  dressed  in  any  sort  of  manner  that 
you  wish  merely  by  coloring  the  spools  with  your 
crayons .  Their  dresses  may  be  spotted,  or  striped,  or 
made  up  of  many  color  combinations.  It  is  natural 
that  they  should  dress  in  a  gay  attire  for  they  are  a 
family  of  acrobats.  You  can  see  how  well  they  bal- 
ance small  boxes  upon  their  heads. 

The  Spoolie  Family  likes  to  play  William  Tell. 
But  instead  of  an  apple  shot  from  his  head,  each 
Spoolie  prefers  to  hold  a  very  small  cardboard  box. 
He  asks  you  to  shoot  at  it.  Can  you  hit  it?  If  you 
can  hit  it,  this  counts  /.  If  in  hitting  it,  you  knock  a 
Spoolie  over,  this  counts  2.  The  first  to  make  a  score 
of  5  wins.  There  are  no  rules  except  that  all  play 


The  Spoolies'  Game  is  Made  of  Spools  Colored  with  Crayons,  and  with 
Small  Boxes  and  Buttons. 


Little  Folks'  Toss  Game  Made  with  a  Small-Sized  Cardboard  Box  and 
Played  with  Either  Spools,  Boxes,  or  Buttons. 


THE  SPOOLIE  GAME 

must  be  fair  play.  Those  who  play  must  place  the 
Spoolie  Family  upon  a  table  or  floor  and  sit  or  stand 
at  least  three  feet  away  from  them.  Large  wooden 
button-molds  are  used  to  toss  at  the  Spoolies'  heads. 
Three  buttons  are  tossed  in  succession.  Then  it  is  the 
next  player's  turn.  Count  out  for  order  of  play. 

Three  ordinary  sewing-spools  will  make  a  jolly  toy — 

A  lady,  or  a  gentleman,  or  else  a  girl  or  boy! 

I  made  a  whole  big  family  and  played  a  funny  game 

Pretending  they  were  acrobats  and  quite  well  known  to  fame! 


[79] 


LITTLE  FOLKS'  TOSS  GAME 

Material  Used  to  Make  Little  Folks'  Toss  Game: 
one  good-sized  cardboard  box  about  the  size  of  a  shoe- 
box,  a  collection  of  spools,  or  buttons,  or  little  boxes. 

Tools  Needed  to  Construct  Little  Folks'  Toss 
Game:  crayons,  and  scissors. 

LITTLE  FOLKS'  TOSS  GAME  may  be  made 
in  a  minute.  Did  you  ever  know  that  a  game  could 
be  made  in  a  minute?  This  can.  All  you  need  to 
do  is  to  cut  a  round  opening  in  the  bottom  of  a  shoe- 
box  and  turn  the  shoe-box  over  so  that  it  stands  upon 
its  rims. 

Place  the  inverted  box  upon  the  floor  and  sit  down 
four  ruler  lengths  away. 

The  object  of  the  game  is  to  see  who  can  toss  the 
most  buttons  into  the  hole.  Each  player  has  six  but- 
tons of  a  similar  color,  or  spools  tinted  with  crayon. 
Small  boxes  may  be  used,  colored  in  the  same  way. 
Their  covers  should,  however,  be  pasted  on  before 
play  is  begun. 

How  TO  PLAY  LITTLE  FOLKS'  Toss  GAME 

Play  is  made  in  turn.     Count  out  for  beginner. 
Sit  on  the  floor  four  ruler  lengths  from  the  box  into 
which  you  toss. 

[80] 


LITTLE  FOLKS'  TOSS  GAME 

Each  player  has  six  men  to  toss.     They  must  be  of  like 

kind,  colored  so  as  to  be  easily  distinguished  from 

those  of  other  players. 

As  many  as  can  play  together  happily,  may  play. 
If  you  live  all  alone  and  there  is  nobody  to  play  with, 

play  by  yourself,  first  tossing  a  dark  button  and 

then  a  light  one.     See  which  wins! 
The  first  to  score  six  wins. 

My  sister's  very  little — she  likes  to  play  with  me — 
And  as  she  likes  to  throw  things,  we  made  this  game,  you  see! 
(She  sits  quite  close  to  toss  spools,  but  I  sit  far  away — 
Because,  you  see,  I'm  older  and  I  like  harder  play!) 


[81] 


THE  GAME  OF  PLAYTOWN 

Material  Required  to  Make  the  Game  of  Play- 
town:  two  shoe-box  covers,  a  piece  of  cardboard 
twelve  inches  long  by  six  inches  wide. 

Tools  Needed  to  Make  the  Game  of  Playtown: 

scissors,  crayons. 

Yes,  it  is  always  jolly  good  fun  to  BUILD.  But 
it  is  even  more  fun  to  make  a  whole  village  or  street 
than  to  make  one  building.  Here  is  a  game  in  which 
you  make  a  whole  little  street  in  Playtown.  It  is  easy 
to  make  the  game.  Suppose  you  try! 

Cut  a  square  of  cardboard  six  inches  square. 

Divide  this  into  one  inch  squares. — How  do  you  do 
it?  Put  your  Thinking  Cap  on  and  find  out  for  your- 
self. You  can  solve  the  problem.  Each  square 
must  be  an  inch  in  size. 

Now,  I'm  not  going  to  tell  you  how  to  do  anything 
as  easy  as  that!  No,  not  even  in  a  book  that  is  sup- 
posed to  tell  everything.  Some  difficulties  are  quite 
as  good  as  puzzles  to  solve  and  you  can  solve  this 
puzzle  ALL  by  yourself! 

When  you  have  thirty-six  one  inch  squares,  count 
out  twenty-four  of  them.  Lay  these  aside. 

Take  the  remaining  twelve  squares.     Cut  these  into 

[82] 


THE  GAME  OF  PLAYTOWN 

triangles,  cutting  from  corner  to  corner  to  make 
twenty-four  triangles. 


Diagram  for  the  Game  of  Playtown 

From  these  twenty-four,  take  four  triangles  and  cut 
them  again  making  smaller  triangles. 

[83] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Now,  from  your  pile  of  squares,  take  four  and  cut 
these  in  half. 

The  large  squares  are  large  houses.  They  will 
need  to  have  roofs  placed  upon  them.  The  large  tri- 
angles are  roofs  that  exactly  fit  large  houses.  With 
black  crayons,  mark  two  windows  and  a  door  on  a 
large  square.  Color  a  large  triangle  either  red,  or 
green,  or  brown.  Place  the  triangle  over  the  square 
and  what  a  cute  house  there  is !  Now,  color  the  other 
squares  and  triangles  too. 

The  halves  of  squares  form  bungalows  when  placed 
flat.  Large  triangles  are  their  roofs  too.  When 
stood  on  end,  they  make  tall  buildings  for  which  small 
triangles  are  roofs. 

Before  the  game  is  ready  to  play,  you  will  need  to 
cut  your  other  six  by  twelve  inch  cardboard  and  di- 
vide this  into  thirty-six  one  inch  squares  exactly  .as  you 
did  at  first.  Cut  the  same  way,  making  twenty 
squares ;  four  squares  cut  in  half ;  twelve  squares  tri- 
angled;  four  triangles  halved.  Do  not  color  these 
but  mix  them  up  with  your  colored  squares,  and  cubes, 
and  triangles.  Turn  down  all  color  so  that  no  person 
can  tell  when  drawing  material  for  building  whether 
it  may  be  useful.  A  colored  square  or  cube  may 
make  the  start  for  a  house  but  one  that  has  no  marks 
upon  it,  may  not  be  used  in  building  and  does  not  ad- 
vance play. 

Each  player  is  to  try  to  erect  a  street  of  Playtown  on 
his  own  land.  The  street  is  to  be  built  upon  a  box 
cover.  Each  player  should  have  a  long  one  like  that 

[84] 


THE  GAME  OF  PLAYTOWN 

of  a  shoe-box.     Draw  a  brown  road  upon  it  straight 
across  the  length  of  the  box.     Green  trees  and  foliage 
may  be  drawn  back  of  the  roadway. 
AND  the  game  is  made! 

RULES  FOR  THE  GAME  OF  PLAYTOWN 

Two  players  may  play  the  game. 

Each  player  must  have  a  shoe-box  cover  on  which  to 
build. 

Count  out  for  beginner  and  place  all  squares,  cubes, 
and  triangles  in  the  center  of  your  table  or  upon 
the  floor  so  that  no  mark  of  color  shows.  (Place 
them  all  face  down  in  a  large  pile.) 

The  first  player  makes  choice  of  a  square  or  cube,  ac- 
cording to  the  kind  of  house  he  may  wish  to  con- 
struct. If  it  is  one  that  has  been  colored,  it  is 
placed  on  the  box  cover  that  belongs  to  him.  It 
may  be  put  wherever  he  wishes.  Next  time,  he 
may  try  to  obtain  a  "roof."  Uncolored  material 
may  be  thrown  back  into  the  general  pile  or  cast 
aside,  as  players  agree  upon  when  starting  the 
game. 

A  house  must  be  completed  with  roof  before  any  new 
building  may  be  started. 

The  first  player  to  finish  five  houses,  wins!  He  has 
made  his  street  of  Playtown. 

O,  Playtown  is  the  nicest  place! — 

Its  houses  are  all  small 
And  every  one  owns  real  estate 

Where  prices  do  not  fall! — 

[85] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

I  have  a  lot  twelve  inches  long 

And  I  am  building  there: 
My  lot  is  just  a  cardboard  box, 

The  house,  a  cardboard  square! 


[86] 


The  Game  of  Play  town  in  Which  Houses  are  Built  from  Squares  and 
Triangles,  and  Oblong  Bits  of  Cardboard  Colored  with  Crayons. 


The  Game  of  Indians  Made  with  Crayons  on  the  Bottom  of  a  Cardboard 
Box  and  Played  with  Penny-Dolls.  The  Counter  is  a  Small  Card- 
board Box. 


THE  GAME  OF  INDIANS 

Material  Required  to  Make  the  Game  of  Indians: 
one  box  or  box  cover  about  twenty  inches  long  and  fif- 
teen inches  wide,  a  small  oblong  druggist  box,  four 
small  china  dolls  (two  for  a  penny — two  black  and 
two  white) ,  a  bit  of  pliable  cardboard. 

Any  counter  you  may  wish  to  make  will  answer  for 
this  game,  provided  that  it  has  four  numbers,  /  to  4. 

Tools  Needed  to  Make  the  Game  of  Indians: 
ruler,  crayons,  clay  or  plasticine,  scissors. 

When  the  first  settlers  came  to  this  country,  it  must 
have  been  a  winning  or  losing  game  to  them  many 
times.  Perhaps,  it  was  so  serious  a  game  of  life  that 
it  did  not  always  seem  happy,  but  now  that  such  hard 
days  are  passed,  there  is  no  reason  why  we  may  not 
make  an  interesting  game  out  of  it — and  so,  we  have 
the  Game  of  Indians! 

Almost  every  one  likes  to  play  Indians!  I  wonder 
why  it  is?  I  am  sure  you  will  like  to  play  this  game. 
If  I'm  not  mistaken,  you  turned  right  to  it  to  see  how 
you  could  make  it — now  didn't  you! 

It  really  is  not  difficult  to  make.  The  large  box 
which  you  use  for  game-board  must  be  free  from 
print.  You  must  have  a  fairly  large  box  about 

[87] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

twenty  inches  by  fifteen  or,  maybe,  somewhat  smaller. 
(You  may  draw  upon  its  bottom  where  there  is  no 
print.) 

Turn  the  box  over.  Draw  a  margin  two  inches 
wide  all  around  the  edge  of  the  box  on  top.  Divide 
this  into  squares.  An  easy  way  to  do  this  is  to  take  a 
strip  of  soft  wrapping  paper  and  cut  it  narrow,  mak- 
ing it  the  exact  length  of  your  box's  side.  Double 
this  once,  again,  and  again.  Mark  off  the  foldings  as 
they  come,  evenly  at  the  side  of  the  margin  you  have 
drawn,  and  so  mark  off  squares  with  your  ruler  later. 
Color  these  green  and  brown,  alternating  colors. 
Green,  for  trees  and  woods,  is  Indian  ground. 
Brown,  for  open  spaces  to  till  ground  and  for  paths, 
is  White  Man's  territory. 

Color  the  inside  part  of  the  game-board  with  these 
colors,  dividing  it  into  halves,  one  brown  and  one 
green.  Indians  have  the  .forest.  White  Men  have 
the  fields. 

Take  the  oblong  druggist  box  and  mark  it  off  with 
brown  crayon  to  look  like  a  log  cabin.  Make  door 
and  window  of  black  crayon.  Place  this  upon  White 
Man's  territory. 

Draw  a  seven-inch  circle  with  a  saucer  or  compass. 
Cut  it  into  thirds.  Roll  or  pin  each  of  these  into  a 
cone  to  make  Indian  tepees.  Color  the  tepees  with 
symbolic  figures  of  men  or  animals  to  represent  In- 
dian workmanship.  Place  the  tepees  on  Indian  land. 

To  play  the  game,  the  tiny  figures  known  as  "birth- 
day-cake dolls"  are  very  good.  The  Indians  are  the 

[88] 


THE  GAME  OF  INDIANS 

dark  dolls;  the  White  Men,  the  white  dolls. 
Standards  or  bases  may  be  made  for  the  dolls  from 
bits  of  clay  or  plasticine.  In  this  way  the  figures 
stand  erect.  They  may  be  moved  about. 

When  this  is  done,  the  game  is  ready  to  play.  (If 
you  cannot  find  the  tiny  doll-figures  at  a  shop,  use 
dark  and  light  buttons  for  your  play.) 

The  counter  that  I  used  for  my  game  was  made 
from  a  small  box  about  four  inches  square.  I  turned 
this  over  and  drew  upon  the  base  of  the  box  two  lines 
crossing  from  corner  to  corner.  Then,  I  cut  four 
numbers,  /,  2,  3,  4  from  a  calendar-pad  and  pasted 
these  flat,  one  on  each  division  of  the  counter-box. 
I  next  cut  a  short  piece  of  cardboard  about  two  inches 
long  and  a  quarter  of  an  inch  wide,  pointing  it  at  one 
end  to  make  an  indicator.  At  the  other  end,. I  placed 
it  over  the  center  of  the  box-counter  and  I  ran  a  wire 
shank  that  had  round  sides  down  through  it  and  fas- 
tened the  shank  on  the  inner  side  of  my  box.  The 
hole  made  by  the  shank  was  slightly  enlarged  so  that 
the  indicator  would  spin  freely  when  given  a  snap 
with  fingers.  You  may  easily  make  a  counter  like 
mine.  Look  at  the  picture. 

How  TO  PLAY  THE  GAME  OF  INDIANS 

Two  may  play  the  game.    One  plays  White  Men. 

The  other  plays  Indians. 
Count  out  for  beginner.    The  beginner  chooses  his 

part. 
Each  player  has  two  figures  (or  buttons)  of  a  similar 

[89] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

kind  with  which  to  play  the  game.  The  two  that 
represent  White  Men  are  placed  on  the  board 
beside  the  settler's  cabin.  Those  that  represent 
Indians  go  on  the  Indians'  land  beside  the 
tepees. 

The  one  who  starts  the  game  spins  the  counter  and 
takes  the  count  upon  which  its  hand  rests.  He 
starts  out  from  the  corner  square  to  the  left  of  his 
own  territory,  going  as  many  squares  as  his  count 
gives.  When  a  White  Man  is  on  a  green  square 
that  represents  woodland,  he  may  be  overtaken 
by  an  Indian  or  a  White  Man  may  overtake  an 
Indian.  Both  profit  by  this  to  the  other's  dis- 
advantage :  the  Indian  who  is  overtaken  must  go 
immediately  to  White  Man's  Cabin  and  stay  till 
he  can  turn  up  the  number  /.  Then,  he  can  go 
about  his  business  again  leaving  by  the  same  left- 
hand  square  at  the  corner  of  the  board  used  by 
the  White  Men.  In  the  same  way,  White  Men 
overtaken  by  Indians  on  Indian  territory  must  go 
to  Indian  Camp  and  stay  till  they  turn  up  num- 
ber /.  The  left-hand  corner  square  is  always 
used  to  go  out  upon,  and  play  is  always  from  left 
to  right  around  the  board.  When  released  from 
hostile  territory,  they  start  around  the  board  as 
their  opponent  starts. 

The  first  player  to  have  both  his  men  make  a  circuit 
of  the  marginal  squares  and  return  safely  to  his 
own  beginning  place,  waits  there  till  he  turns  up 
I  and  then  enters  his  own  territory.  If  he  can 

[90] 


THE  GAME  OF  INDIANS 

get  his  two  men  in  first,  he  wins.  (White  Men 
or  Red  Men  who  are  held  in  a  camp  that  is  not 
their  own  are  said  either  to  be  under  capture,  or 
trading.  You  can  make  up  your  own  story  to 
fit  the  play  and  vary  it  with  every  game.) 

When,  long  ago,  the  Pilgrim  came  to  live  here  in  this  land, 
The  Indians  were  savages — a  very  hostile  band — 
They  hunted  in  the  forests  and  they  fished  in  a  canoe, — 
If  you  had  been  a  Pilgrim,  just  suppose  they'd  met  with  you! 
You  ought  to  feel  most  thankful  that  you  live  at  home  to-day 
And  that  you  re  not  an  Indian — except,  perhaps,  in  play! 


[91] 


THE  GAME  OF  IT 

Material  Required  to  Make  the  Game  of  It:  a 
half  of  some  square  box  cover  that  is  about  five  or  six 
inches  from  corner  to  corner,  two  different  buttons  or 
two  china  figures. 

The  counter  is  a  small  square  box  about  three 
inches  from  corner  to  corner.  Its  hand  is  cut  from 
cardboard  and  spun  upon  a  wire  shank  that  makes  a 
round  hole  when  pressed  through  the  box.  A  stout 
pin  may  answer,  if  you  have  no  wire  shank. 

Tools  Needed  to  Construct  the  Game  of  It:  a 
ruler,  crayons. 

No  doubt  you  have  played  Tag.  Everybody  does! 
But  did  you  ever  play  Tag  when  both  players  were  It? 
I  don't  think  you  ever  did !  Here  is  a  little  game  that 
you  can  play  and  in  it  both  players  are  ///  Yes,  you 
are  both  after  each  other  and  look  out — you'll  be 
caught! 

No  doubt  you  have  two  small  figures  of  some  sort 
like  those  used  in  the  picture  of  the  game.  These 
figures  were  made  of  china.  Yours  may  be  Noah's 
Ark  figures,  if  you  like.  If  you  haven't  any  at  all,  use 
buttons — two,  one  dark  and  one  light. 

To  make  this  game,  you  also  need  some  square  box 

[92] 


THE  GAME  OF  IT 

cover.  This  need  not  be  very  large — just  large 
enough  so  that  the  figures  can  stand  inside  of  it,  two 
at  a  time  on  one  division  of  the  board. 

Take  ruler  and  a  dark  crayon.  Rule  from  corner 
to  corner  on  the  inside  of  your  box  cover.  Color  two 
opposite  sections  of  the  space  divided  by  these  lines. 
Use  any  color  you  wish  to  use  in  doing  this. 

Place  the  figures  for  play  opposite  each  other  on 
the  game-board. 

Any  round  or  square  box  that  is  about  three  or  four 
inches  in  size  may  be  made  into  a  counter  by  dividing 
it  into  four  equal  sections  with  your  dark  crayon, 
numbering  each  section  from  /  to  4.  The  indicator- 
hand  must  be  cut  small  enough  to  fit  the  box.  It 
should  be  cut  from  a  quarter  of  an  inch  wide  strip 
of  heavy  cardboard.  It  should  be  fastened  to  the  box 
by  means  of  a  round  wire  paper-shank  that  is  fastened 
loosely  under  the  box  cover.  The ,  indicator-hand 
must  move  easily  on  the  pivot  shank  so  that  it  may  be 
spun  quickly. 

How  TO  PLAY  THE  GAME  OF  IT 

Two  players  may  play  the  game  of  It.  Each  has  a 
button  or  a  figure  to  use  upon  the  game-board. 
These  are  started  opposite  each  other.  The 
square  each  rests  upon  is  to  the  player  upon  it,  7. 

Count  out  for  beginner.  The  beginner,  to  make  a 
play,  spins  the  counter.  If  he  can  get  3,  he 
catches  the  other  player  for  his  figure  rests  upon 
the  third  square  from  his  own.  2  takes  him  to 

[93] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

the  next  square.     4  goes  past  the  other  player  to 
the  square  beyond. 

The  game  is  played  in  rounds.     The  first  to  win  five, 
ends  the  game. 

I'm  it — you're  it — 

What  a  funny  play! 
Never  knew  that  any  tag 

Could  be  made  this  way! 

I'm  it!    You're  it! 

Catch  ME,  if  you  dare — 
When  you  reach  this,  my  place, 

I  won't  be  there! 


[94] 


The  Game  of  It,  a  Game  Made  Inside  of  a  Square  Handkerchief-Box 
and  Played  with  Buttons  or  China  Figures. 


Puzzle  Game  Made  by  Cutting  Magazine  Pictures  to  Fit  Box  Covers. 


THE  GAME  OF  PUZZLES 

Material  Required  to  Make  the  Game  of  Puzzles: 
the  two  halves  of  a  shallow,  square,  cardboard  hand- 
kerchief-box about  eight  or  ten  inches  in  size,  any  old 
magazines  in  which  there  are  pictures.  (Colored 
advertisements  and  magazine  cover-pictures  are  good 
material.) 

Tools  Needed  to  Make  the  Puzzle  Game:  a  pen- 
cil or  crayon  and  some  scissors. 

You  like  puzzles!  Why,  surely!  They  are  ever 
so  much  fun.  Have  you  ever  made  them? — I  mean 
have  you  ever  cut  them  yourself  so  that  they  were 
your  very  own  puzzles?  THAT  is  much  more  jolly 
than  to  put  the  shop-made  puzzles  together.  You 
may  make  a  real  game  of  this,  too. 

Old  magazines  always  have  pictures  on  their  cov- 
ers when  they  do  have  covers!  Sometimes,  these  are 
on  the  front  cover,  and  often  there  are  large  picture- 
advertisements  upon  the  back  of  the  cover.  If  you 
find  these,  or  even  a  large  picture  that  you  can  color 
yourself  with  your  crayons,  you  may  use  it.  Place 
the  lid  of  the  square  handkerchief-box  over  the  pic- 
ture and  draw  with  crayon  all  around  the  edge  of  the 
box.  This  gives  you  the  size  to  cut  the  puzzle  that 

[95] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

must  fit  inside  the  box  cover.  When  you  cut  out  the 
picture,  it  should  be  cut  inside  the  lines  of  the  square 
you  have  drawn  and  it  should  fit  inside  the  rims  of 
the  box. 

When  you  have  done  this,  divide  the  picture  into 
ten  different  pieces  by  drawing  on  it  with  your  dark 
crayon.  If  you  look  at  the  picture  of  the  game,  you 
will  see  how  this  is  done.  Cut  each  piece  out. 
Place  the  pieces  all  together  in  a  place  by  themselves, 
in  an  envelope  perhaps. 

Make  another  puzzle  in  the  same  way.  When  you 
have  made  five  picture  puzzles  and  have  their  parts 
all  arranged  in  distinct  piles  or  envelopes,  call  some 
good  friend  of  yours  to  come  and  play  the  Puzzle 
Game  that  you  have  made. 

How  TO  PLAY  THE  PUZZLE  GAME 

Each  player  must  have  the  half  of  a  square  handker- 
chief-box to  use  in  his  play. 

Count  out  to  see  who  may  make  first  choice  of  a 
puzzle  to  put  together  inside  the  rims  of  his  box 
cover. 

When  both  have  made  selections,  both  start  to  put 
their  puzzles  together.  The  first  to  finish  his, 
makes  a  second  choice  and  starts  a  new  one.  So 
the  play  goes  on.  The  first  to  make  three  puz- 
zles correctly  wins  the  game. 
If  you  wish  to  make  a  difficult  puzzle  game,  mix 

the  parts  of  three  cut-out  picture-puzzles  in  one  pile 

together  and  see  who  can  fit  a  perfect  picture  to- 

[96] 


THE  GAME  OF  PUZZLES 

gether  from  these  first.  The  picture-puzzles  that 
you  make  may  be  kept  for  future  play  in  brown 
manilla  envelopes.  These  you  may  fit  within  your 
box,  if  you  like. 

One  day  the  weather  was  so  bad  with  sleet,  and  wind  and  snow, 

There  wasn't  any  school  at  all  because  of  it,  you  know! 

And  I  stayed  home  the  whole  long  day  and  played  upon  the  floor 

At  cutting  picture-puzzles  out — a-making  more  an'  more! 

At  last,  I  played  a  game  with  them,  when  all  of  them  were  done — 

And  Mother,  she  played  with  me, — she  said  that  it  was  fun! 


[97] 


THE  GAME  OF  LITTLE  BOX  HUND 

Material  Required  to  Make  the  Little  Box  Hund : 
the  lower  half  of  an  oblong  candy-box,  some  card- 
board from  which  to  cut  head  and  tail  for  the  box 
dog. 

Tools  Needed  to  Make  the  Little  Box  Hund: 

crayons,  scissors. 

Did  you  ever  have  a  little  dog?  And  did  he  ever 
run  away?  Mercy  me!  Unless  your  little  dog  is  a 
wooly  pussy-cat  creature,  he  probably  does  run  away! 
If  he  doesn't  come  back,  you  run  after  him  to  find 
him  don't  you?  You  whistle  AND  you  whistle! 
You  ask  along  the  way,  "Oh,  have  you  seen  a  little 
dog  anywhere  about  here — a  very  handsome  little 
dog?"  Maybe,  somebody  says,  "Why,  yes,  he  just 
passed  this  way.  He  wagged  his  tail  adorably  at  me 
and  wanted  to  make  friends."  Or  else  they  may  say, 
"Seems  to  me  there  was  a  horrid  dog  about  here! 
He  chased  our  black  cat  up  a  tree.  I  don't  care  to 
know  where  he  went." 

So,  you  go  on  and  on  hunting  for  your  little  dog — 
and  you  find  him,  too,  I  hope!  He  barks  joyfully 
when  he  sees  you,  and  the  two  of  you  go  home  to- 
gether very  happy. 

Well,  here  is  a  game  made  with  a  Box  Hund.     He 

[98] 


THE  GAME  OF  LITTLE  BOX  HUND 

may  be  your  little  dog,  if  you  like.  He  has  a  dread- 
ful way,  however,  of  running  off  to  hide.  He  simply 
never  will  come  when  you  whistle  1  ( My  dog's  name 
was  Boxy.  That  was  because  he  was  a  Box  Hund, 
you  know.  You  may  name  your  dog  anything  you 
like  and  you  can  have  one  like  Boxy  if  you  have  an 
oblong  candy-box  from  which  to  make  him.) 

This  is  how  you  do  it:  Color  the  lower  half  of 
your  candy-box  all  over  with  your  brown  or  black 
crayon.  Then,  at  right  and  left  of  each  corner,  cut 
a  dog's  foot  and  leg.  Cut  out  the  cardboard  left  be- 
tween these  and  you  have  a  Box  Hund's  body. 

Take  a  piece  of  cardboard — perhaps  the  cover  of 
your  box — and  draw  upon  this,  a  head  and  neck  as 
nearly  like  mine  doggie's  as  possible!  He  iss  a  gute 
doggie.  You  cannot  haff  one  better  1  Give  him  a 
pink  nose  tip,  by  all  means,  and  a  fine  affectionate 
brown  eye,  AND  a  big  floppy-floppy  ear. 

Cut  this  head  from  your  cardboard,  coloring  each 
side  afterwards,  and  after  making  a  slit  through  the 
top  of  your  Box  Hund's  body — a  long  narrow  slit 
cut  with  a  dull  knife — slip  the  neck  of  the  Box  Hund 
down  into  this  so  that  it  stands  firmly  erect. 

As  for  a  tail,  I  hope  you  can  make  that  I  It  is  sim- 
ply a  curved  bit  of  cardboard  placed  at  the  other  end 
of  Box  Hund's  body  through  another  slit  in  the  card- 
board. 

And  now  for  the  game! 

You  have  often  played  Hide  the  Thimble  in-doors, 
haven't  you?  This  game  is  played  out  in  the  garden 

[99] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

or  around  about  the  house,  if  you  don't  make  too 
much  noise.  In  this  game  of  Little  Box  Hund,  any 
number  may  play.  The  Little  Box  Hund  runs  off 
with  the  one  who  is  it.  The  other  players  have  to 
count  up  to  two  hundred  by  one.  When  ready,  call, 
"Coming,"  and  start  to  hunt  for  Boxy. 

You  may  ask,  "Did  a  little  Box  Hund  go  past 
here?"  The  answer  may  be  from  the  one  'who  knows 
either  "Yes"  or  "No."  The  information  may  be 
given  in  any  roundabout  way  you  can  think  of:  "I 
saw  a  dog  with  a  red  ribbon  on.  He  passed  this  way 
barking  at  an  automobile."  The  information  must 
always  be  clear  so  that  those  who  are  hunting  may 
have  a  clue  whether,  in  game  language,  they  are  hot 
or  cold. 

The  first  to  find  Boxy  may  be  the  one  to  hide  him 
next  time.  And  you  may  play  as  long  as  you  like. 

Certain  rules  must  be  observed. 


e  that 


Boxy,  being  a  dog,  cannot  climb  a  tree. 

Boxy  may  not  be  buried  under  anything  because 
isn't  fair. 

Boxy  must  be  placed  behind  something  or  near  some- 
thing that  hides  him  from  conspicuous  view. 

If  the  game  is  played  in-doors,  he  may  not  be  shut 
into  a  drawer  or  put  upon  a  shelf.  No  Box 
Hund  would  be  able  to  do  either  of  these  things. 
He  must  be  able  to  get  into  the  chosen  place, 
just  as  any  proper  dog  would. 

I  hope  you  will  like  Boxy.     I  do. 

[100] 


The  Game  of  Little  Box  Hund  Played  with  the  Dog  that  is  Cut  from 
Half  an  Oblong  Candy-Box  and  is  Colored  with  Crayons. 


The  Game  of  Mousetrap  Made  with  an  Oblong  Cardboard  Box  Cover,  a 
Small  Cardboard  Box    Button-Molds  and   Cardboard   Mice. 


THE  GAME  OF  LITTLE  BOX  HUND 

O  where,  O  where  has  my  Little  Dog*  gene !        •    .  •  .'• 
O  where,  O  where  can  he  be? — 
I've  whistled!     I've  called — but  he  will  not  come  back! 
He's  a  naughty  Box  Hund  don't  you  see! 


[101] 


THE  GAME  OF  MOUSETRAP 

Material  Required  to  Make  the  Game  of  Mouse- 
trap: half  of  some  box  about  twelve  or  fifteen  inches 
long  and  about  eight  inches  wide,  one  smaller  box 
about  three  inches  long  by  two  inches  wide,  a  piece 
of  cardboard  and  some  string,  a  bit  of  clay  or  plas- 
ticine. 

For  counter  use  the  half  of  a  medium-sized  round 
box  or  a  square  one.  A  bit  of  cardboard  makes  the 
indicator-hand  for  this  counter.  It  revolves  upon  a 
pivot  made  with  a  round  paper-shank,  a  long  nail, 
or  a  long  bent  pin. 

Tools  Needed  to  Construct  the  Game  of  Mouse- 
trap: crayons,  ruler,  scissors. 

Mrs.  Mouse  has  a  game  of  her  own.  Maybe,  you 
know  it:  she  is  very  quiet  about  i^and  she  says  noth- 
ing; nevertheless,  she  does-geTaway  with  the  cheese 
in  the  mousetrap!  If  you  were  Mrs.  Mouse,  do  you 
think  you  would  be  so  clever?  It  really  is  quite  a 
game  and,  if  you  like,  you  may  try  it.  Here  is  the 
game  of  Mousetrap  and  you  can  make  it  with  the 
halves  of  two  boxes  and  play  it  with  Mr.  and  Mrs. 
Mouse. 

Find  the  half  of  some  good-sized  oblong  cardboard 

[102] 


THE  GAME  OF  MOUSETRAP 

box.     Divide  its  width  into  five  sections  with  linci 
similar  to  these  in  the  diagram. 


A 

B 
C 
D 

A 
B 
C 
D 

Diagram  for  the  Game  of  Mousetrap 

Draw  the  line  A-A,  then,  the  line  B-B,  the  line  C-C, 
and  the  line  D-D. 

Do  this  in  pencil  and  then  repeat  in  dark  crayon — 
preferably  in  black  crayon,  if  the  divisions  are  even. 
Rub  out  all  marks  except  those  of  the  lines  that  are 
perfect. 

Next,  cross  these  lines  to  make  squares  about  two 
inches  in  length  at  either  end  of  the  box  as  the  line 
E  and  the  line  H. 

After  this,  draw  the  line  F  and  the  line  G. 

You  will  need  to  color  the  corner  squares  on  the 
box  and  all  squares  marked  with  small  x  on  the  dia- 
gram. These  give  the  divisions  of  the  board  meant 
for  moves  in  the  game. 

You  will  notice  that  in  the  picture  of  the  Mouse- 
trap Game,  I  have  divided  my  middle  spaces  as  the 
dotted  lines  show  in  the  diagram. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 
E  7       G  H 


X 

X1 

X 

T 

I 

K 

:  * 

*    : 

X 

X 

X 

X 

Diagram  for  the  Game  of  Mousetrap 

Color  these  with  your  dark  crayon  also. 

After  this,  you  will  need  to  make  your  mousetrap. 
It  is  just  a  make-believe  one,  of  course!  It  is  made 
from  any  small  oblong  box  you  may  have  that  is  deep 
enough  to  cut  as  that  of  the  illustration  is  cut  in  the 
rim.  Two  slits  in  this  box-rim — then  turn  them  up. 
And  you  have  the  trap-doors  or  holes  in  which  to 
place  Mrs.  Mouse's  CHEESE.— (Wee-wee!  Sniff! 
Nibble!  Wee- wee-wee!) — Bend  the  cardboard  cut, 
upward  to  make  the  openings,  and  see  that  these  come 
about  at  the  center  of  each  side  of  your  small  box's 
rim.  Place  this  "trap"  on  the  box  cover  and  there  is 
the  game-board  quite  complete! 

Mr.  and  Mrs.  Mouse  may  be  cut  out  of  cardboard. 
Mr.  Mouse  is  colored  black.  Mrs.  Mouse  is  white. 
The  mice  should  be  about  an  inch  long.  Their  tails 
may  be  longer.  These  are  just  bits  of  string.  If 
you  have  some  plasticine  or  clay,  with  it  you  can 
— if  you  think  it  would  be  fun  to  do  so — make 

[104] 


THE  GAME  OF  MOUSETRAP 

small  standards  to  hold  Mr.  and  Mrs.  Mouse  up- 
right. 

Buttons  may  be  used  in  place  of  cardboard  figures 
of  Mr.  and  Mrs.  Mouse,  if  you  prefer.  One  dark 
one  and  one  light  one  are  needed.  At  the  opening 
of  all  trap-holes,  a  bit  of  "cheese"  is  placed — this 
may  be  a  small  white  button-mold,  a  white  pebble, 
or  a  small  bone  button,  smaller  than  the  men  used,  if 
they  are  buttons.  (Four  pieces  of  "cheese"  are  used, 
one  at  each  entrance.) 

The  counter  is  the  half  of  some  small  box,  either 
round  or  square.  It  should  be  about  three  or  four 
inches  across  its  top.  Divide  the  base  that  is  free 
from  printed  matter  with  a  crisscross  making  four 
equal  sections.  Color  opposite  sections  so  that  the 
light  one  and  the  dark  one  alternate.  The  light  sec- 
tions stand  for  play  on  light  squares  of  the  game- 
board.  The  dark  sections  stand  for  play  on  the  dark 
squares  of  the  game-board. 

A  spinning  indicator-hand  must  be  cut  for  the 
counter  from  a  piece  of  stiff  cardboard.  Cut  it  about 
a  quarter-inch  wide  and  not  quite  so  long  as  half  the 
width  of  your  box. 

Fasten  the  indicator-hand  at  the  center  of  the  box- 
counter  with  a  round  wire  paper-shank.  Do  this 
loosely  so  that  the  hand  will  turn  easily  and  spin  well. 

How  TO  PLAY  THE  GAME  OF  MOUSETRAP 

Two  may  play  this  game. 
Count  out  for  beginner. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

The  beginner  makes  choice  of  his  mouse. 

Play  is  made  in  turn  by  spinning  the  hand  of  the 
counter. 

You  must  turn  to  a  dark  section  before  your  mouse 
may  be  placed  on  the  game-board.  Then,  take 
the  corner  nearest  you.  A  light  division  of  the 
counter  must  then  be  turned  and  the  mouse 
placed  on  the  next  square  (a  light  one)  going 
toward  the  left  around  the  game-board.  When 
a  forward  move  is  made,  the  color  of  the  square 
on  the  game-board  must  correspond  to  the  shade 
indicated  by  the  counter.  Other  plays  are  for- 
feited for  one  cannot  use  the  moves  given. 

When  a  player's  mouse  has  been  once  around  the 
game-board  and  returns  to  its  starting  square,  it 
may,  after  this,  try  for  "cheese." 

In  order  to  secure  "cheese,"  a  mouse  may  move  to- 
ward any  space  that  brings  him  closer  to  the  trap. 
He  must  always  move  as  the  color  on  the  counter 
directs.  When  he  cannot  make  a  move  given 
him,  to  a  dark  or  light  section  of  the  board,  that 
turn  is  forfeited. 

A  mouse  may  secure  "cheese"  by  resting  upon  the 
square  that  opens  on  the  trap's  door.  He  must 
rest  there  till  he  turns  the  same  color  on  the  coun- 
ter as  the  space  upon  which  he  stands.  (If  in 
three  turns,  he  cannot  do  this,  he  is  said  to  be 
"caught."  He  must  then  stay  where  he  is  till  he 
can  turn  to  black  on  the  counter  twice  running.) 

After  a  mouse  has  taken  the  "cheese,"  or  after  he  is 

[106] 


THE  GAME  OF  MOUSETRAP 

released,  after  "caught,"  he  goes  off  the  game- 
board  again  and  starts  as  he  did  at  first,  going 
around  the  board  toward  the  left.  Play  pro- 
ceeds this  way  till  all  "cheese"  is  taken  from  the 
trap. 

In  case  of  a  tie,  add  another  piece  of  cheese  and  an- 
other round  to  the  game.  The  winner  is  he 
whose  mouse  is  most  successful  with  the  cheese ! 

Mr.  Mouse,  Mrs.  Mouse 

( Wee — wee — wee  ) 
When  you  come  to  my  house, 

You'll  have  cheese  for  tea! 

Mr.  Mouse,  Mrs.  Mouse, 

The  trap  is  set  right  here — 
But  it  will  never  catch  you — 

You  really  need  not  fear! 


[107] 


THE  GAME  OF  THE  SPIDER  AND 
THE  FLY 

Material  Required  to  Make  the  Game  of  the 
Spider  and  the  Fly:  a  square  box  cover  of  almost 
any  size — one  without  print  if  possible,  two  buttons 
— one  dark  and  one  light. 

A  small-sized  round  or  square  cardboard  box  for 
a  counter,  a  bit  of  cardboard  for  its  indicator-hand, 
and  a  wire  shank  that  has  round  sides  to  use  as  the 
fastener  for  this  hand  and  the  pivot  upon  which  to 
spin  it. 

Tools  Needed  to  Construct  the  Game  of  the 
Spider  and  the  Fly:  ruler,  crayons. 

"Will  you  walk  into  my  parlor?"  said  the  Spider 
to  the  Fly — and  you  remember  what  the  wise  little 
Fly  said.  She  did  not  wish  to  be  caught  by  the 
Spider,  did  she!  Yet,  spider-webs  do  seem  to  have 
a  strange  fascination  for  flies!  Have  you  ever 
watched  to  see  what  would  happen?  You  can  play 
it  in  a  game,  if  you  like,  and  you  can  easily  make  the 
game  yourself.  It  is  drawn  with  crayons  upon  the 
top  of  some  good-sized  box  cover  that  is  square  and 
it  is  played  by  two  players  who  impersonate,  in  their 
moves  with  buttons  upon  the  game-board,  the  Spider 
and  the  Fly. 

[108] 


GAME  OF  THE  SPIDER  AND  THE  FLY 

Take  your  box  cover  and  place  it  to  stand  upon  its 
rims  on  a  table  where  you  can  draw  upon  its  top. 
(If  there  is  print  on  your  box  cover,  paste  some 
brown  paper  over  the  entire  top  and  neatly  clip  the 
edges.  When  this  is  dry,  draw  the  figure  required 
for  the  game-board  upon  it.) 


B 

Diagram  for  the  Spider  and  the  Fly 

First  draw  the  vertical  line  B-B  through  the  center 
of  the  box  cover. 

Second,  draw  the  horizontal  line  C-C  crossing  this 
at  the  center  of  the  box  cover. 

Third,  draw  a  line  A-A  from  two  opposite  corners 

[109] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

of  the  box  cover,  and  a  similar  line  from  the  other 
corner  to  its  opposite. 

Fourth,  connect  each  of  these  with  curved  lines 
such  as  are  illustrated  between  B  and  C.  Make 
more  than  five,  if  you  can — eight  divisions  make  a 
good  number.  These,  when  made,  give  the  web  of 
the  spider  as  you  see  it  pictured  in  the  game. 

The  counter  of  the  game  is  made  from  a  round  or 
square  cardboard  box  about  three  or  four  inches  in 
size.  Draw  a  crisscross  through  its  center.  This 
divides  the  box  into  four  equal  sections.  Number 
these  /,  2,  3,  4. 

Cut  an  indicator-hand  to  spin  on  a  pivot  from  a 
bit  of  cardboard.  It  should  fit  the  size  of  box  you 
have  chosen  and  should  be  made  to  revolve  easily  and 
loosely  on  a  wire  paper-shank  that  has  round  prongs. 
(A  pin  may  be  substituted  for  wire  paper-shank,  if 
you  have  none.  These  paper-shanks  may  be  pur- 
chased in  all  stationer's  stores.) 

How  TO  PLAY  THE  GAME  OF  THE  SPIDER 
AND  THE  FLY 

Two  players  may  play  the  game. 

Count    out    for    beginner.     The    beginner    makes 

choice  of  the  part  he  will  play,  whether  Spider 

or  Fly. 
The  beginner  starts  his  button  at  one  corner  of  the 

game-board  outside  of  the  web.    The  Fly  starts 

opposite.     (For  placing,  consult  the  picture  of 

the  game  illustrated.) 

[no] 


The  Game  of  the  Spicier  and  the  Fly,  Drawn  upon  a  Square  Box  Cover 
with  Crayon  and  Played  with  a  Box  Counter  and   Button-Molds. 


The  Game  of  Ducky  Daddies.     A  Game  for  Very  Little   People,  Made 
with  Half  a  Small-Sized  Box  and  Played  with  Some  Buttons. 


GAME  OF  THE  SPIDER  AND  THE  FLY 

The  Spider  begins  the  game,  spinning  the  counter's 
hand  to  obtain  the  number  of  moves  he  should 
take  for  play.  He  may  never  touch  the  Fly 
when  the  Fly  is  on  the  outside  of  the  web  as 
shown  by  the  button-molds  in  the  picture. 

The  Spider  must  try  to  catch  the  Fly.  He  catches 
the  Fly  when  he  is  able  to  rest  on  the  same 
division  of  the  game-board. 

The  Spider  or  the  Fly  may  move  in  any  direction  he 
may  wish,  but  the  Fly  must  try  to  reach  the  cen- 
ter of  the  web  once  and  then  get  back  safely  to 
the  outside  of  the  web  without  being  caught. 
If  the  Fly  can  do  this  he  wins.  If,  however, 
the  Spider  catches  the  Fly,  he  wins. 

The  game  may  be  played  in  rounds.  Make  your 
own  count.  Decide  what  the  winning  count 
shall  be  before  you  start  the  game. 

"  'Will  you  walk  into  my  parlor?'  said  the  Spider  to  the  Fly, 
'It's  the  prettiest  little  parlor  that  ever  you  did  spy!' " — 
But,  I  think  you  know  the  story  of  the  Spider  and  the  Fly, 
So,  perhaps,  we  two  will  play  it  on  my  game-board  by  and  by! 


Cm] 


THE  GAME  OF  DUCKY  DADDLES 

Material  Required  to  Make  the  Simple  Game  of 
Ducky  Daddies:  a  cardboard  box  anywhere  from  six 
to  ten  inches  long  and  not  too  wide,  an  assortment  of 
large  buttons  from  the  button-bag. 

Tools  Needed  to  Make  the  Game  of  Ducky  Dad- 
dies: scissors,  crayons. 

Maybe  you  have  a  very  little  sister — a  very  little 
sister,  about  four  years  old — have  you?  Well,  if  it  is 
a  brother,  I'm  sure  you  love  him  quite  as  well  as  if 
he  were  a  sister,  and  you  like  to  play  with  him  even 
more  maybe !  Perhaps  you  may  like  to  make  a  very 
simple  little  game  for  your  little  sister  or  brother  to 
play.  I'm  sure  either  one  would  like  it.  It  is  called 
Ducky  Daddies.  To  make  it,  you  will  need  the  deep 
lower  half  of  some  cardboard  box  that  is  about  six, 
or  eight,  or  ten  inches  long.  Even  an  ordinary  white 
shoe-box  will  answer. 

Take  a  pair  of  scissors  and  cut  the  two  long  sides  of 
your  box  curved  like  the  rockers  of  a  chair.  Re- 
move the  cardboard  between  the  ends  of  these  rockers 
and  do  not  cut  the  rockers  too  high. 

You  are  now  going  to  make  a  wonderfully  ducky 
kind  of  bird  out  of  this  box  you  have  cut,  so  take  a 

[112] 


THE  GAME  OF  DUCKY  BABBLES 

brown  crayon  and  color  all  the  top  of  the  box.  Color 
the  ends  of  the  box  brown  also.  Draw  on  each 
curved  side  the  outline  of  Mr.  Ducky  Daddies'  wings 
and  webbed  feet.  If  you  use  the  picture  of  my 
ducky  bird,  this  will  help  you. 

When  this  is  done,  take  the  discarded  cover  of 
your  box  and  draw  the  bird's  head  and  neck  on  it. 
The  neck  should  be  rather  long.  Cut  this  out. 
Color  it  with  brown  crayon  on  both  sides.  Color 
two  eyes  and  the  bird's  bill.  Make  a  slit  in  the 
upper  part  of  your  box  where  you  wish  to  place  the 
bird's  head  and  press  the  neck  you  have  colored  down 
into  this  slit  firmly.  Mark  off  a  tail  too.  Color 
this  brown.  Make  a  slit  for  this  in  the  other  end  of 
your  box.  Slip  the  tail  down  into  it.  Behold! 
There  is  a  funny  bird!  If  you  touch  it,  it  will  rock 
back  and  forth  most  beautifully.  Your  little  sister 
will  just  chuckle — and  if  it  isn't  a  little  sister  but  a 
little  brother,  he'll  chuckle  too! 

This  is  an  easy  game  you  can  play  together. 
Maybe  it  is  a  very,  very  easy  game  for  you;  but  you 
can  show  the  little  brother  or  sister  how  to  play  and 
this  will  be  good  fun  for  both  of  you. 

Hunt  for  some  large  buttons — as  large  as  you  can 
find.  Put  Ducky  Daddies  on  the  floor  and  sit  down 
at  a  short  distance.  Toss  a  heavy  button  so  that  it 
hits  Mr.  Ducky  Daddies — who  likes  to  rock — That's 
all  the  game  there  is!  You  can  do  this  easily  be- 
cause you  are  going  to  be  a  whole  year  older  next 
birthday  and  you  are  in  school,  but  little  fingers  and 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

little  hands  find  this  harder  and  buttons  do  not  go 
straight  for  very  little  people  so  that  when  Ducky 
Daddies  rocks  beautifully,  the  baby  wins.  The 
game  can  be  made  to  last  as  long  as  you  like. 

I  made  a  little  ducky 

That  rocks  upon  the  floor — 
I  toss  it  button-corn  to  eat 

An*  then,  it  rocks  some  more! 

My  little  bit  of  sister 

(An'  little  brother  too) 
They  like  to  feed  the  ducky — 

An*  make  it  rock — they  dol 


[114] 


THE  GAME  OF  AUTOMOBILE  RACE 

Material  Required  to  Make  the  Game  of  Automo- 
bile Race:  the  square  cover  of  a  hat-box,  two  tiny 
automobiles  such  as  are  used  as  favors  (or  in  place 
of  these  two  small  druggist  boxes),  six  buttons — 
three  dark  and  three  light. 

A  small-sized  cardboard  box  for  counter,  round  or 
square.  It  must  have  an  indicator-hand  cut  from  a 
bit  of  cardboard.  This  is  made  to  revolve  upon  a 
rounded  wire  paper-shank.  If  you  have  no  wire 
paper-shank  use  a  strong  pin  slightly  bent,  or  a  long 
nail. 

Tools  Needed  to  Construct  the  Automobile  Race 
Game:  ruler,  crayons. 

This  game  is  to  be  a  race  upon  a  track.  It  is  to  be 
an  automobile  race,  so,  if  you  can  buy  at  some  shop 
tiny  automobiles  such  as  you  see  in  the  picture  of  my 
game,  you  will  find  a  quick  use  for  them.  Toy  shops 
keep  them.  Shops  that  sell  favors  have  these  for 
sale  too.  Yet,  if  you  cannot  find  them,  put  your  fin- 
gers to  work  and,  with  crayons,  turn  an  oblong  drug- 
gist box  into  an  automobile  by  marking  wheels  upon 
its  rims.  Make  two  of  these. 

The  game-board  is  to  be  drawn  upon  the  top  of  a 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

hat-box  cover.  Use  your  compass  to  measure  off 
two  circles  on  this,  one  inside  the  other.  These  two 
circles  bound  the  track.  Divide  the  track  into  eight 
or  ten  sections.  Color  every  other  one. 

Draw  a  section  from  which  one  may  start  the  game. 
Three  lines  at  the  center  of  one  side  of  your  box  cover 
make  this.  They  should  join  the  track  as  they  do  in 
the  picture. 

Next,  rule  off  each  corner  of  your  box.  Color 
corners  with  crayons.  Each  player  must  have  his 
own  corner  of  the  box.  The  picture  of  the  game 
shows  how  these  are  used  for  button-markers. 

You  will  need  a  counter  to  play  this  game.  You 
can  make  one  with  the  half  of  some  square  card- 
board box.  Draw  a  line  from  side  to  side  across  its 
top  so  as  to  divide  the  box  into  four  equal  squares. 
Number  three  of  these  /,  2,  3. 

This  counter  will  need  to  have  a  hand  that  spins. 
Cut  it  from  heavy  cardboard.  Color  it,  if  you  like. 

Place  an  end  of  this  hand  you  have  cut  over  the 
center  of  your  box.  Press  the  ends  of  a  wire  shank 
down  through  it  into  the  box.  The  wire  shank 
should  make  a  round  hole  so  that  it  will  answer  well 
as  pivot  for  the  revolving  indicator-hand  of  your 
counter. 

How  TO  PLAY  THE  AUTOMOBILE  RACE  GAME 

From  two  to  four  players  may  play  the  game.     Each 
must  have  three  buttons  for  markers  and  a  toy 
automobile,  or  a  box  to  represent  this  in  play. 
[116] 


THE  GAME  OF  AUTOMOBILE  RACE 

Play  is  made  in  turn.     Count  out  for  order  of  play. 

Place  all  automobiles  in  line  at  the  starting  place. 
This  is  where  the  three  crayon  lines  join  your 
race-track. 

The  first  to  play,  moves  to  the  left  around  the  track 
as  many  spaces  as  the  counter  gives  him. 

Next  in  turn,  the  other  player  follows. 

No  player  may  rest  upon  the  same  division  of  the 
track  as  another.  If  he  obtains  a  count  which 
places  his  car  on  a  division  of  the  track  already 
occupied,  this  causes  a  collision.  He  must  go 
to  the  repair  shop — the  center  of  the  game-board. 
On  his  next  turn,  he  starts  out  from  the  space  he 
left. 

As  soon  as  any  automobile  has  been  around  the 
track  once,  the  player  to  whom  it  belongs  places 
one  of  his  marker-buttons  upon  his  corner  square. 
The  first  to  make  three  successful  rounds  and 
place  three  buttons  on  his  corner  wins  the 
game. 

The  race  may  be  timed,  "just  for  fun,"  using  a  clock. 
Each  round  of  the  track  counts  as  five  miles. 

All  play  must  be  made  as  rapidly  as  possible. 

(If  you  have  some  small  toy  horses,  this  game-board 
may  be  used  for  a  horse  race  instead  of  an  auto- 
mobile race,  if  you  like.  In  this  case  there  is, 
of  course,  no  "repair-shop"  but  a  horse  may  go 
to  the  center  as  in  the  automobile  game.  The 
horse  is  said  to  be  down  when  another  player's 
horse  rests  upon  the  same  section  of  the  board. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 


It  may  start  again  at  its  player's  next  turn.     Play 
rules  are  the  same  in  both  race  games.) 

I'll  race  you  'round  my  game-board 

All  in  a  button-car — 
An*  if  I  win  three  times  about, 

You're  beaten!    Yes,  you  are! 


[118] 


The  Game  of  Automobile  Race,  Drawn  on  a  Square  Bandbox -Cover  and 
Played  with  Toy  Automobiles  or  Small  Boxes  Representing  Them. 
The  Counter  is  a  Small  Box  Cover. 


The  Game  of  Luck,  Drawn,  with  the  Help  of  a  Ruler,  on  a  Square  Band- 
box Cover,  Illustrated,  and  Played  with  Box  Counter  and  Button- 
Molds  or  Buttons. 


THE  GAME  OF  LUCK 

Material  Required  to  Make  the  Game  of  Luck: 
a  square  hat-box  cover,  eight  large  wooden  button- 
molds — more  if  more  play. 

A  counter  may  be  made  from  a  round  or  square 
cardboard  box  about  three  or  four  inches  in  size. 
For  this,  a  small  cardboard  indicator-hand  is  cut  and 
fastened  upon  the  pivot  made  by  a  round  wire  paper- 
shank. 

Tools  Needed  to  Construct  the  Game  of  Luck: 
ruler,  crayons. 

Are  you  lucky?  Do  you  find  four-leaved  clovers, 
and  horseshoes,  and  do  the  chicken  wish-bones  at 
dinner  always  come  to  your  plate?  Of  course,  this 
is  all  fun,  for  nobody  believes  that  wish-bones  do 
give  you  your  wishes  or  that  horseshoes  and  four- 
leaved  clovers  are  magic!  But,  it  is  really  quite  nice 
make-believe  to  pretend  that  they  do  and  so  you  may 
like  to  make  a  game  in  which  you  can  be  very,  very 
lucky  indeed! 

The  game  is  drawn  upon  the  top  of  a  cardboard 
hat-box  cover.  This  must  be  a  square  one.  Take 
your  ruler  and  measure  a  side  of  your  box.  Divide 
this  number  by  four.  This  will  give  you  the  correct 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

spacing  of  the  squares  for  play.  Space  the  divisions 
upon  each  side  of  the  box  cover,  making  some  little 
dots  at  each  division.  Then,  taking  your  ruler,  join 
these  dots  first  with  upright  parallel  lines;  then, 
next,  with  three  horizontal  lines  crossing  these — and 
there  you  have  sixteen  squares ! 

At  each  corner  of  the  game-board  draw  a  lucky 
emblem:  a  four-leaved  clover,  a  horseshoe,  a  wish- 
bone, and  an  old  shoe. 

Color  the  squares  of  your  game-board  with  green 
crayon,  coloring  only  one  square  in  the  outside  row 
and  coloring  the  inner  ones  alternately.  Look  at  the 
picture  of  the  game  and  follow  this  in  coloring 
squares. 

The  counter  may  be  constructed  from  any  box  that 
is  about  three  or  four  inches  in  size  and  is  either 
round  or  square.  Turn  the  box  over  and  draw  upon 
the  bottom  where  there  is  no  printed  matter.  Make 
a  crisscross  with  black  crayon  to  divide  the  box  into 
four  equal  sections.  Number  these  1 ,  2,  3.  Leave 
one  section  blank. 

Take  your  scissors  and  a  bit  of  heavy  cardboard. 
Cut  an  indicator-hand  for  the  counter,  making  this 
from  a  quarter-inch-wide  strip  of  cardboard  pointed 
at  one  end.  The  indicator-hand  must  be  shorter 
than  half  the  width  of  the  counter-box. 

Place  the  square  end  of  the  indicator-hand  at  the 
center  of  the  counter.  Press  the  prongs  of  a  round 
wire  paper-shank  down  through  it  into  the  box  and 
fasten  them  loosely.  See  that  the  indicator-hand  re- 

[120] 


THE  GAME  OF  LUCK 

volves  easily  on  this  pivot.  Then  the  counter  is  ready 
for  use. 

Last  of  all  color  the  button-molds.  Use  large  but- 
ton-molds, if  possible.  Color  four  red  and  four  blue. 

The  game  is  now  finished. 

How  TO  PLAY  THE  GAME  OF  LUCK 

Two  may  play  the  game. 

Count  out  for  beginner. 

Play  is  made  in  turn. 

Each  player  has  four  similar  men  which  he  must  try 

to  place  upon  lucky  squares — those  with  pictures 

drawn  on  them. 
A  player  must  obtain  the  count  of  /  to  enter  a  man 

upon  the  board.     His  man  is  then  placed  on  one 

of  the  outside  green  squares — the  one  nearest 

him.     (Players  sit  opposite  each  other.) 
Only  one  man  may  be  entered  at  a  time.    As  soon  as 

this  one  is  placed  upon  a  lucky  square,  another 

man  may  be  entered  on  the  player's  next  turn 

upon  the  count  of  /. 
Every  move  must  be  accomplished  with  the  exact 

count  given  for  the  play.     Otherwise,  the  play 

is  forfeited. 
The  first  to  get  men  on  all  four  lucky  signs  wins. 

I  don't  believe  in  luck  at  all 

But  yet,  between  us  two, 
I  like  to  pick  up  horseshoes, 

And  maybe  you  do,  too! 

[121] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

I  don't  believe  in  luck  at  all 
But  four-leaved  clovers  grow 

And  I  am  sure  to  find  them — 
And  pick  them  up,  you  know! 


[122] 


THE  ALICE  IN  WONDERLAND  GAME 

Material  Required  to  Make  the  Alice  in  Wonder- 
land Game:  a  box  or  box  cover  of  cardboard — one 
about  thirteen  inches  by  seven,  maybe  larger;  a  spool, 
a  bit  of  cardboard,  some  plasticine,  two  pebbles  (one 
dark  and  one  light) ;  the  half  of  some  small  oblong 
box  about  two  by  three  inches  in  size;  a  penny-doll, 
a  rabbit  tumble  toy;  some  flowered  wallpaper,  if  you 
happen  to  have  a  bit. 

A  counter  for  the  Alice  in  Wonderland  Game  is 
made  from  a  cardboard  box  about  four  inches  square. 
A  small  piece  of  cardboard  forms  its  indicator-hand. 
A  rounded  wire  paper-shank  is  needed  to  fasten  this 
to  the  box  so  that  the  hand  turns  easily  to  spin  upon 
it  as  a  pivot 

Tools  Needed  to  Construct  the  Alice  in  Wonder- 
land Game:  ruler,  scissors,  crayon — perhaps  a  bit  of 
paste. 

Wouldn't  you  have  liked  to  go  down  the  Rabbit 
Hole  with  Alice?  It  would  have  been  such  fun  to 
see  the  Rabbit  skurry  past —  "Oh,  the  Duchess! 
The  Duchess!"  And  he  would  have  disappeared 
through  that  magic  little  door  into  the  garden, 
maybe!  But  if  you  cannot  really  go  to  Wonderland, 
at  least  you  may  have  the  fun  of  trying  to  reach  there 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

in  a  game,  and  you  may  make  the  game  all  yourself. 
You  will  need  the  cover  or  lower  half  of  some  oblong 
cardboard  box.  This  should  be  at  least  thirteen  by 
seventeen  inches  in  size — and  you  may  use  even  a 
larger  one. 

If  you  use  the  cover  of  a  box  for  your  game,  and 
should  there  be  print  upon  it,  paste  some  brown 
wrapping-paper  over  the  entire  top  of  your  cover 
and  carefully  trim  the  edges  even  with  the  box  rims. 
Let  it  dry  before  drawing  the  lines  with  crayon  that 
form  the  spaces  for  moves  upon  your  game-board. 

Measure  a  side  of  your  box  cover  with  ruler  or 
tape-measure.  Divide  this  number  by  eight.  This 
will  give  you  the  number  of  inches  required  for  each 
space  along  the  margin  of  your  game-board.  Mark 
off  these.  At  the  center  of  each  end  of  your  board, 
mark  off  a  square  the  same  in  width.  (Never  mind 
if  spaces  to  right  and  left  of  this  are  not  the  same  in 
size.) 

Color  every  other  square  on  your  game-board 
black.  There  should  be  an  even  number  of  squares. 

With  ruler,  mark  off  similar  squares  such  as  you 
have  around  the  rim  of  the  game-board  so  that  these 
go  across  the  board,  lengthwise,  at  the  very  center. 
At  A,  the  sixth  square,  stop.  These  squares  must  be 
colored  black  to  correspond  with  the  others.  Color 
every  other  one. 

Next,  taking  your  green  crayon,  color  all  space  be- 
tween these  middle  squares  and  the  outside  ones. 
The  space  directly  back  of  A  must  be  filled  in  with 


THE  ALICE  IN  WONDERLAND  GAME 


green  too.  This  is  the  Garden  to  which  the  magic 
little  door  led.  Before  it,  you  will  remember,  there 
was  a  glass  table  and  upon  it  was  a  bottle  labeled 
Drink  Me,  and  Eat  Me.  You  will  need  to  make  the 
little  door  that  leads  into  the  Garden  and  in  place  of  a 
glass  table,  you  may  use  a  spool  that  has  a  round  of 


Diagram  for  Alice  in  Wonderland  Game 

cardboard  pasted  over  its  top.  Eat  Me  is  a  round 
white  pebble — which  you  use,  of  course  for  play  (and 
which  nobody  but  a  homely  ostrich  would  ever  think 
of  eating) .  Drink  Me  is  a  black  pebble.  (A  white 
bean  and  a  red  bean  may  be  substituted,  if  cook  has 
them  in  the  kitchen.) 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

To  make  the  little  magic  door,  take  some  small 
cardboard  box  about  two  by  three  inches  in  size. 
Upon  its  top,  draw  a  small  door  with  your  crayons, 
so  that  the  lower  half  of  the  door  is  identical  with 
the  end  rim  of  your  small  box.  Then,  cut  this  door 
at  top,  down  one  side,  and  across  the  base.  It  will 
be  a  real  little  door  then.  You  may  easily  open  and 
close  it,  but  it  must  be  left  closed  till  you  or  the  White 
Rabbit  have  a  chance  to  go  through  into  the  Garden 
beyond. 

After  the  door  has  been  made,  draw  and  color  a 
crimson  curtain  looped  back  at  the  side  of  the  box. 
When  you  look  at  your  Alice  in  Wonderland's  fa- 
mous pictures,  perhaps  you  will  see  a  curtain  at  the 
side  of  the  little  door  like  this. 

All  is  ready  now  except  the  little  table.  Make 
this  with  an  empty  spool  placed  on  end.  Glue  this, 
when  finished,  to  the  second  dark  square  that  is  in 
the  line  across  the  center  of  the  game-board  leading 
to  the  magic  little  door. 

If  you  wish  to  have  a  pretend  Rabbit  Hole  for 
Alice  and  the  Rabbit  to  pretend  to  skurry  through, 
a  small  round  pill-box  cover  will  suggest  the  play. 
It  should  be  placed  on  the  game-board  at  the  right- 
hand  forward  corner.  Glue  it  in  proper  position. 

Alice  is  a  penny-doll  made  to  stand  upright  by 
being  placed  in  a  bit  of  plasticine  or  clay  that  holds 
her  feet  and  forms  a  standard. 

The  Rabbit  may  be  a  tumble-toy,  or  a  china  rabbit, 
or  a  rabbit  cut  from  cardboard  and  placed  like  the 


THE  ALICE  IN  WONDERLAND  GAME 

one  in  the  picture  of  the  game  upon  a  standard  like 
that  used  for  the  doll,  Alice.  This  rabbit  is  upon 
the  squares  of  the  game-board  at  the  right  of  the 
picture. 

A  counter  made  with  some  small  round  or  square 
box  will  be  needed  for  playing  the  game.  Turn  it 
over  and  draw  a  crisscross  upon  its  base  so  that  the 
surface  of  the  box  is  divided  into  four  equal  sections. 
Number  these  /,  2,  3,  4. 

Cut  a  cardboard  indicator-hand  a  quarter  of  an 
inch  wide,  pointed  at  one  end  and  cornered  at  the 
other.  It  should  be  less  than  half  the  width  of  your 
box.  Fasten  it  at  the  center  of  your  box-counter 
using  a  round  wire  paper-shank.  See  that  the  indi- 
cator-hand turns  easily  upon  this  pivot,  so  that  it  may 
spin  swiftly,  and  then  the  game  is  ready  to  play. 

How  TO  PLAY  THE  ALICE  IN  WONDERLAND 
GAME 

Two  may  play  this  game. 

Count  out  for  beginner. 

Play  is  made  in  turn. 

Play  begins  at  the  Rabbit  Hole  and  goes  about  the 
game-board  squares  till  it  comes  to  the  portion 
which  leads  toward  the  Little  Door. 

A  count  of  /  turned  upon  the  counter  entitles  a  player 
to  enter  the  game.  This  he  does  by  placing  his 
figure  of  Alice  or  the  Rabbit  in  the  Rabbit  Hole 
which  is  at  the  right-hand  forward  corner  of 
the  game-board. 

[127] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

When  a  player  reaches  the  square  before  the  little 
table,  he  is  supposed  to  have  the  little  key  to  the 
door.  If  he  turns  2  on  the  counter  it  is  Drink 
Me  and  he  shuts  up  like  a  telescope  to  go  for- 
ward, next  turn,  through  the  Little  Door  intc 
the  lovely  garden. 

If  a  player  passes  by  the  table,  he  must  go  back  ten 
squares  and  try  again. 

If  a  player  turns  3  upon  the  counter  when  on  the 
square  before  the  table,  he  takes  Drink  Me  and 
curiouser  and  curiouser — opens  up  like  the  larg- 
est telescope  that  ever  was  (Good-by  feet!), 
THEN,  he  has  to  go  back  fifteen  squares  and 
try  for  the  table  and  Drink  Me. 

A  player  must  go  through  the  Little  Door  on  the 
exact  count  needed  to  pass  through,  the  dooi 
space  counting  one.  Turns  which  do  not  give 
an  even  count  are  forfeited. 

The  first  to  go  through  the  little  door  and  reach  the 

Garden  wins. 
It  may  be  that  you  will  have  other  toy  figures  thai 

will  work  into  this  game — a  tumble-toy  for  the  Mad 

Hatter,  another  for  The  Duchess.     Then  four  ma} 

play  the  game  with  the  same  rules.     No  two  figures 

may  ever  rest  on  the  same  square. 

I  have  been  down  the  Rabbit  Hole, 

I've  had  a  jolly  play 
Pretending  I  was  Alice 

In  a  game  I  made  to-day: 

[128] 


Alice  in  Wonderland  Game  Drawn  on  a  Shoe-Box  Cover.    Maybe   You 
Will  Go  Through  the  Little  Door  into  the  Garden! 


The  Game  of  Peter  Pan  Drawn  with  Crayons  on  the  Lower  Half  of  a 
Cardboard  Shirtwaist  Box  and  Played  with  Penny-Dolls  for  Peter 
and  Wendy,  and  the  Lost  Boys. 


THE  ALICE  IN  WONDERLAND  GAME 

I  went  into  the  garden, 

I  saw  the  Duchess  there, 
But  as  she  was  a  china  doll, 

I  really  didn't  care! 


[129] 


THE  GAME  OF  PETER  PAN 

Material  Required  to  Make  the  Game  of  Peter 
Pan:  the  lower  half  of  a  large  box  about  twenty-four 
inches  long  and  from  fifteen  to  eighteen  inches  wide, 
a  small  cardboard  box  about  an  inch  long,  some  tiny 
doll-figures  such  as  are  commonly  known  as  "two  for 
a  penny  birthday-cake  dolls,"  the  two  halves  of  a 
walnut. 

A  counter  is  quickly  constructed  from  a  small  card- 
board box  about  three  inches  square.  Its  indicator 
is  made  with  a  bit  of  heavy  cardboard  and  a  rounded 
wire  paper-shank  is  used  for  the  pivot  upon  which 
to  spin  this. 

Tools  Needed  to  Make  the  Game  of  Peter  Pan: 
ruler,  crayons,  a  bit  of  plasticine  or  clay. 

Surely,  you  have  read  the  book  called  Peter  and 
Wendy!  Maybe,  even,  you  have  seen  the  play  of 
Peter  Pan!  Peter  Pan,  you  will  remember,  was  a 
boy  who  did  not  want  to  grow  up  to  be  a  man.  He 
wished  to  stay  a  little  boy  always  so  he  went  to  the 
Never-Never  Land  and  became  a  fairy.  The  Never- 
land  was  a  beautiful  island  where  there  were  Pirates, 
and  Indians,  and  Mermaids.  Peter,  and  Tinker 
Bell,  a  little  lady  fairy,  and  all  the  Lost  Boys,  lived 
there.  The  story  tells  how  Wendy  and  her  brothers 


THE  GAME  OF  PETER  PAN 

went  to  the  Neverland  with  Peter  Pan,  and  how  they 
built  a  house  in  which  to  live.  Such  adventures  as 
they  did  have ! 

And  do  you  remember  the  crocodile?  He  swal- 
lowed a  clock,  and  it  frightened  everybody  to  hear 
that  dreadful  sound — tick-tick — because  then  they 
knew  that  the  crocodile  was  coming !  Really,  it  must 
have  been  jolly  to  go  to  the  Neverland  with  Peter 
Pan!  Perhaps,  you  would  like  to  play  it  some  day 
— so  here  is  the  game  of  Peter  Pan,  and  you  can  make 
it  all  yourself!  (I  wish  that  the  Lost  Boys  knew 
how  to  make  games  out  of  boxes — they'd  enjoy  doing 
it  so  much!  If  you  ever  go  to  the  Neverland,  really 
and  truly  after  you  are  asleep  at  night,  be  sure  to  tell 
them  and  don't  forget!) 

The  game  of  Peter  Pan  is  drawn  upon  a  large  card- 
board box.  The  under  side  of  a  large  one  that  has 
been  sent  home  from  a  big  department  store  is  free 
from  print  and  may  be  used.  Turn  it  over  and  draw 
upon  it  with  your  black  crayon. 

First,  mark  off  an  inch  wide  margin  all  around  the 
edge  of  the  box  next  to  the  rim.  Using  your  ruler, 
mark  this  margin  off  into  squares  each  about  an  inch 
wide.  Make  the  squares  come  out  as  evenly  as  pos- 
sible. When  you  come  to  mark  the  last  division,  let 
it  be  larger  than  the  others  rather  than  too  small.  If 
you  are  careful,  you  may  make  all  squares  look  about 
the  same  size. 

Color  two  diagonally  opposite  corner  squares  with 
blue  crayon. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Color  every  other  square,  alternating  with  white 
blank  squares,  in  this  order:  red,  black,  green,  yel- 
low. Red  stands  for  Indians.  Black  stands  for 
Pirates.  Green  stands  for  Crocodile.  Yellow  is 
Peter  Pan's  and  Tinker  Bell's  square,  and  is  the  best 
of  all  except  the  blue  square  that  stands  for  the  Never- 
land's  Wendy  House. 

In  the  center  of  your  game-board,  draw  your 
Neverland.  Make  it  any  shape  you  think  it  should 
be.  You  may  arrange  it  with  the  help  of  your  story- 
book, Peter  and  Wendy,  making  it  quite  like  a  map. 
Color  the  Neverland  green. 

And  now  wish  for  the  Wendy  House  and  find  a 
very  small  box  about  an  inch  long : 

"I  wish  I  had  a  pretty  house, 

The  littlest  ever  seen, 
With  funny  little  red  walls 

And  roof  of  mossy  green." 

The  little  box  will  be  this  house  I  Surely!  Color 
it  with  crayons  and  place  it  right  where  it  belongs 
upon  the  Neverland.  It  is  the  Wendy  House.  You 
may  cut  its  little  door  so  that  it  will  open  and  close. 
Cut  the  top  of  the  door.  Cut  down  one  side.  Cut 
the  base,  and  then  bend  the  cardboard  you  have  cut 
outward.  This  makes  a  real  door  to  open  and  close. 

With  three  pennies,  you  may  buy  little  figures  for 
playing  this  game — six  little  dolls  such  as  are  some- 
times put  into  birthday  cakes. — They  come  two  for 
a  penny.  You  can  buy  them  at  any  toy  shop. 


THE  GAME  OF  PETER  PAN 

Next,  make  six  bits  of  balls  from  some  clay  or 
plasticine.  Press  the  feet  of  each  doll  down  into  a 
ball  and  press  the  plasticine  around  the  feet.  Stand 
each  doll-figure  on  some  table  with  a  bit  of  pressure 
of  the  fingers  and  there  you  have  a  Lost  Boy  or 
Peter  himself! 

You  may  color  your  figures,  if  you  like.  Use  your 
crayons.  Peter  Pan  is  dressed  in  green.  Tinker 
Bell  is  Yellow.  Slightly  Soiled  is  brown.  Wendy 
is  red.  Curly  may  be  violet  and  Nibs  may  be  orange. 

And  the  Neverbird's  Nest  must  not  be  forgotten! 
The  two  halves  of  a  walnut  shell  make  this.  It  may 
have  a  sail,  if  you  care  to  make  it — just  a  bit  of  paper 
and  a  pin! 

In  order  to  play  this  game,  you  will  need  to  make 
yourself  a  counter.  A  square  box  about  three  or  four 
inches  in  size  may  be  used  for  this.  Taking  your 
black  crayon,  mark  a  line  from  corner  to  corner  diag- 
onally across  the  box  and  make  a  similar  one  from 
the  other  corner.  Number  each  section  I,  2,  3,  4. 

How  TO  PLAY  THE  GAME  OF  PETER  PAN 

Place  the  little  figures  of  Peter  Pan  and  Tinker  Bell 

inside  the  Wendy  House. 
Count  out  for  beginner,  using  the  verse  about  the 

Wendy  House  as  a  counting-out  rhyme. 
The  beginner  chooses  his  name  and  figure.     Others 

follow  in  order.     (Two  or  three  may  play  the 

game.) 
The  object  of  the  game  is  to  reach  the  Neverland  and 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

get  into  the  Wendy  House  with  Peter  and  Tink. 
The  first  to  do  this  wins. 

To  begin  play,  one  must  turn  i  upon  the  counter. 
Then  the  figure  that  represents  the  play  is  put 
upon  a  blue  corner  square.  Upon  the  next 
move,  it  goes  as  the  counter  directs  moving  from 
right  to  left.  Next,  it  goes  as  the  square  upon 
which  it  stands  may  send  it. 

Red  squares  (meaning,  "Indians!  Look  out!"), 
send  one  hastening  forward  three  squares. 

Black  squares  stand  for  "Pirates!"  Go  back  five 
squares. 

Green  squares — Tick-tick! — mean  "The  Crocodile  is 
coming!"  If  you  land  on  a  green  square,  fly  to 
the  Neverland  and  hide  behind  the  Wendy 
House.  Stay  there  over  one  turn  and,  on  your 
next,  start  out  upon  a  blue  corner  square  and 
move  toward  the  left  as  you  did  at  the  start  of 
the  game. 

Yellow,  being  Peter's  happy  color,  sends  you  to  the 
nearest  blue  corner  square  where  the  Neverbird's 
nest  is  waiting  to  take  you  safely  to  the  Never- 
land, if  you  can  obtain  the  count  of  i. 

Stay  in  the  Neverbird's  nest  one  turn.  Next  turn  go 
to  the  Neverland. 

When  you  have  reached  the  Neverland  by  means  of 
the  Neverbird's  Nest,  you  cannot  enter  the  little 
house  till  you  turn  i  again!  (If  you  do  obtain 
the  count  of  i,  you  go  into  the  Wendy  House  to 
be  with  Peter  and  Tink — and,  as  this  was  what 

[134] 


THE  GAME  OF  PETER  PAN 

you  were  trying  for  all  along,  you  win  the  game! 

In  the  picture  of  the  Peter  Pan  Game,  I  placed 
the  Neverbird's  nests  at  the  two  blue  corner  squares. 
The  arrows  just  mean  that  everything  points  to  the 
Neverland,  you  want  to  be  there  so  much! 

If  your  game-board  should  be  larger  or  smaller 
than  that  which  directions  call  for,  you  may  have 
your  color  squares  come  out  unevenly  but  you  can 
play  just  as  well  that  way — so  go  ahead! 

I  made  a  little  Wendy  House 

With  windows  and  a  door, 
I  placed  it  in  my  Neverland 

Upon  my  play-room  floor: 
An'  then,  I  played  with  Peter  Pan — 

An'  Peter  played  with  me — 
We  had  a  very  jolly  time, 

As  gay  as  it  could  be! 


[135] 


CAPTAIN  KIDD'S  TREASURE  GAME 

Material  Required  to  Make  Captain  Kidd's 
Treasure  Game:  one  half — preferably  the  lower 
part — of  some  large  box  about  nine  by  eleven  inches. 
This  forms  the  game-board.  Two  colored  buttons 
of  different  kinds — or  two  spools  that  may  be  col- 
ored— are  used  for  the  men;  and  a  very  small  box 
about  an  inch  in  size  is  used  to  represent  the  treasure. 
Anything  you  wish  may  be  hidden  in  it — a  pebble  or 
a  bead. 

A  counter  is  used  in  playing  the  game.  This  may 
be  made  from  almost  any  small  box;  either  round, 
square,  or  oblong.  A  bit  df  cardboard  will  be  needed 
for  its  indicator-hand;  a  round  wire  paper-shank  will 
be  required  to  act  as  pivot  upon  which  the  indicator 
may  be  spun. 

Tools  Needed  to  Help  in  the  Construction  of 
Captain  Kidd's  Treasure  Game:  crayons,  ruler. 

Don't  you  wish  you  might  find  a  bit  of  Capt.  Kidd's 
Treasure  some  fine  day?  Ever  so  many  persons  have 
hunted  for  it  and  part  of  it  was  found  but,  no  doubt, 
there  is  more  somewhere ! 

Finding  treasure  is  such  an  adventure — and  an  ad- 
venture is  always  a  splendid  sort  of  a  game.  Some- 


CAPTAIN  KIDD'S  TREASURE  GAME 

times,  one  has  an  adventure  and  one  wins — and  then, 
again,  one  just  doesn't  I —  You  can  have  an  adven- 
ture upon  a  desert  island,  hunting  for  some  treasure 
that  is  supposed  to  have  been  put  there!  Your  Des- 
ert Island  will  be  a  big  cardboard  box  and,  if  there 
are  no  Savages  about  like  those  in  the  picture  of  my 
game,  you  will  surely  be  able  to  find  some  either  at 
a  ten  cent  store,  or  a  Japanese  shop,  or  a  toy  shop. 
Maybe,  you  can  "just  pretend"  them,  if  you  prefer. 

Yet  if  Savages  may  be  pretend,  you  must  have 
two  adventurers  to  go  a-hunting  for  the  treasure! 
These,  you  can  make  yourself  with  two  spools. 
Mark  off  faces  on  the  spools  as  you  see  those  in  the 
picture  of  the  game.  Color  the  top  of  one  spool  red 
and  the  top  of  the  other  blue.  These  are  Red  Head 
and  Blue  Top.  They  are  in  quest  of  Treasure,  and 
they  have  an  idea  that  it  is  located  upon  an  Island, 
if  they  can  only  reach  there! 

The  Island,  as  I  have  said,  is  a  big  cardboard  box. 
You  need  one  at  least  eleven  inches  long  and  nine 
inches  wide. 

Take  ruler  and  with  it  draw  upon  the  bottom  of 
your  box  making  eight  parallel  horizontal  lines  like 
these  in  the  diagram,  each  an  inch  apart.  (If  your 
box  is  larger  than  mine,  you  will  have  your  lines  a 
bit  further  than  one  inch  apart.  You  can  divide  the 
distance,  working  out  your  own  problem.  It  is 
something  of  an  adventure,  if  you  think  of  it,  just  to 
conquer  a  problem!) 

Next,  divide  the  surface  of  your  box  with  vertical 

[137]  ' 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

lines  one  inch  apart,  or  more  if  your  box  is  not  the 
exact  size  of  mine.  There  should  be  ten  of  these. 
When  you  have  drawn  them,  the  entire  box. is  cov- 
ered with  squares.  Some  will  need  to  be  colored. 

Take  your  green  crayon  and  color  the  space 
marked  in  numbers  on.  the  diagram  leaving  the  cor- 
ners at  the  left  of  the  box  cover  without  marking 
upon  them.  If  you  follow  the  numbered  diagram, 


3) 

Diagram  for  Captain  Kidd's  Treasure  Game 

coloring  all  numbered  squares,  and  counting  yours  to 
correspond,  it  will  be  very  easy. 

Inside  of  these  colored  squares,  toward  the  center 
of  the  box,  leave  a  space  of  white  squares  all  the  way 
around.  Next  to  them,  nearer  the  center  still,  omit 
a  corner  square  of  green,  again,  just  as  you  see  it  in 
the  picture  and  as  the  diagram  shows. 

Place  some  very  small  treasure-box  in  the  very  cen- 


CAPTAIN  KIDD'S  TREASURE  GAME 

ter  of  the  game-board.  The  two  Adventurers,  bold 
Red  Head  and  Blue  Top,  are  in  quest  of  it.  They 
may  go  about  the  Island,  trying  to  get  it,  but  only 
when  they  find  the  fortunate  clue,  can  they  turn  down 
into  the  second  white  inner  square  of  the  game-board 
as  you  see  Blue  Top  starting  to  turn  in  the  picture. 
Next  turn,  he  will  go  down  and  around  the  inner 
white  square  till  he  lands  upon  another  space  where 


z 

3 

i+ 

5 

b 

7 

8 

S 

^ 

10 

i 

S 

b 

1 

H 

10 

l 

H- 

M 

ro 

i 

«f 

S 

t 

7 

10 

1 

(0 

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8 

* 

Diagram  for  Captain  Kidd's  Treasure  Game 

he  can  turn  in  and  come  closer  to  the  treasure.  He 
may  be  able  to  get  it,  if  he  follows  the  right  clue  and 
stops  at  the  right  place  without  going  past.  There 
are  only  two  places  where  he  can  find  a  clue  (the 
square  that  allows  him  to  turn  in),  and  enter  to  find 
the  treasure.  While  he  is  there,  if  he  does  reach  the 
treasure,  he  must  turn  up  the  number  2  on  the  coun- 
ter. If  he  fails  to  turn  up  2,  the  Savages  have 
frightened  him  away.  He  must  go  out  of  the  game 

[139] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

and  start  at  the  beginning  fresh  for  a  new  tryl  If 
he  does  turn  2  upon  his  turn,  he  claims  the  treasure 
and  starts  out  home  with  it.  He  must  go  back  as  he 
came  and,  if  overtaken  by  the  other  adventurer,  Red 
Head,  may  lose  it!  Red  Head  may  carry  the  treas- 
ure off,  if  he  can  land  on  the  same  square  as  Blue 
Top.  (The  spool  may  stand  on  top  of  the  box  or  the 
box  be  carried  on  the  head  of  the  spool  in  returning 
"home.") 

How  TO  PLAY  THE  GAME  OF  CAPTAIN  KIDD'S 
TREASURE 

Two  players  may  play. 

Count  out  for  beginner. 

Play  is  made  in  turn. 

To  start,  one  player  spins  the  counter.  He  may  enter 
his  man  on  the  "Island"  (game-board)  at  a  side 
opposite  the  "clue"  opening  if  he  turns  up  the 
lucky  number  j  for  his  count.  Then,  he  starts 
three  squares  on  his  way  playing  toward  the 
right. 

When  a  player  stops  on  a  corner  where  he  could  go  in 
nearer  the  center  of  the  game-board,  he  may  do 
so.  Then,  on  his  next  turn,  he  may  enter  the 
inner  section  of  the  game-board  nearer  the 
treasure,  going  always  from  left  to  right. 

Should  an  Adventurer  reach  treasure  at  the  center  of 
the  game-board,  he  may  not  take  it  away  unless 
his  count  while  there  is  2. 

If  2  is  obtained,  go  out  on  this  count  with  the  treasure 

[140] 


Captain  Kidd's  Treasure  Game  Drawn  with  Crayons  on  the  Base  of  an 
Oblong  Cardboard  Box.  The  Gallant  Adventurers  in  Quest  of  Treas- 
ure are  Spool-People. 


Who's- Who,  a  Game  Drawn  Within  a  Square  Box  Cover.     Can  You  Spell 
a  Famous  Name  with  a  Toss  of  the  Button?    See! 


CAPTAIN  KIDD'S  TREASURE  GAME 

at  the  opening  diagonally  across  from  the  corner 
where  both  players  started  their  men.  On  the 
next  turn,  the  player's  man  may  go  out  to  the 
outer  rim  of  the  game-board  and,  keeping  his 
move  toward  the  right,  go  out  of  the  game,  if  he 
can. 

Any  player  who  has  been  to  the  center  of  the  game- 
board  after  treasure  and  who  finds  it  gone,  need 
not  obtain  the  count  of  2  to  leave  the  center,  but 
may  pursue  the  other  player  and  take  the  treasure 
from  him,  if  he  can.  To  do  this,  he  must  rest 
on  the  same  square.  (Treasure  may  change 
hands  many  times.  It  always  belongs  to  the  one 
who  overtakes  another  player,  never  to  the  one 
who  is  caught  up  with  in  a  move  and  passed.) 

No  more  than  one  man  may  rest  on  any  square. 
Others  forfeit  play  that  brings  them  there  unless 
they  may  claim  treasure  by  this  move.  Then, 
they  get  an  additional  count  of  one  move  and  go 
forward  upon  the  square  ahead. 

One  must  have  an  even  count  to  go  out  and  win  the 
game. 

- 1  sailed  upon  the  Sea  of  Box, 
Where  treasure  islands  lay, 
I  landed,  and  I  found  the  gold, 
An'  carried  it  away! 


[HI] 


THE  GAME  OF  WHO'S  WHO 

Material  Required  to  Construct  the  Game  of 
Who's  Who:  a  large  square  hat-box  cover,  two 
heavy  buttons. 

Tools  Needed  to  Make  the  Game  of  Who's  Who: 
crayons,  ruler. 

A  bit  of  paper  and  two  pencils  will  be  required  to 
keep  score  when  two  play  the  game. 

You  have  played  Anagrams,  perhaps.  In  Ana- 
grams, one  draws  little  lettered  squares  from  the  cen- 
ter of  the  table,  and  one  tries  to  spell  words  with  these. 
In  this  game  of  Who's  Who,  the  names  of  well-known 
persons  are  to  be  spelled.  These  names  may  be  noted 
names  in  literature,  or  in  any  other  field:  history, 
science,  art.  You  must,  however,  be  able  to  tell  cor- 
rectly to  which  they  belong  and  all  names  must  be 
well  known. 

In  order  to  draw  the  proper  divisions  inside  the  box 
cover,  to  make  moves  for  play,  first  divide  the  box 
cover  with  three  parallel  horizontal  lines  equally  dis- 
tant one  from  the  other.  This  is  quickly  done  by  cut- 
ting a  strip  of  soft  wrapping  paper  about  an  inch  wide 
the  length  of  your  box  cover.  Fold  this  in  half  and 
fold  the  half  again.  There  will  be  creases  in  the 


THE  GAME  OF  WHO'S  WHO 

paper  just  where  you  should  draw  your  parallel  lines. 
Make  the  marks  all  around  the  side  of  your  box  inside 
the  rim.  When  you  have  made  the  horizontal  lines 
like  these  in  the  diagram,  cross  them  with  three  verti- 
cal ones. 


Diagram  for  the  Game  of  Who's  Who 

Your  box  cover  is  now  divided  into  squares.  Take 
your  black  crayon  and  cross  these  half  and  half,  diag- 
onally from  corner  to  corner  to  make  triangles.  This 
will  give  you  thirty-two  triangles.  Write  on  each  of 
these  a  letter  of  the  alphabet. 

Repeat  the  vowels  and  leave  one  triangle  blank. 

Before  you  write  the  letters  of  the  alphabet,  you 
may,  if  you  wish,  color  alternate  triangles  as  I  have 
done.  Use  a  green  crayon,  or  orange,  or  brown.  It 
makes  play  a  little  more  clear. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Two  may  play  the  game  or  even  three  or  four. 
Each  must  have  pencil  and  paper. 


Diagram  for  the  Game  of  Who's  Who 

How  TO  PLAY  THE  GAME  OF  WHO'S  WHO 

Players  in  tossing  buttons  sit  three  feet  from  the 

game-board. 

Players  count  out  for  order  of  play. 
Play  is  made  in  turn. 
A  play  consists  of  tossing  two  buttons  so  as  to  try  to 

obtain  the  letters  of  a  well-known  name:  P-O-E, 

Poe;  C-A-E-S-A-R,  Caesar;  B-U-R-N-S,  Burns. 
A  player  obtains  a  letter  when  his  button  falls  upon 

the  triangle  upon  which  it  is  written. 
After  every  play,  the  two  letters  are  written  on  the 

player's  paper  or  score. 

The  first  to  spell  a  noted  name  with  letters  wins. 

[H4] 


THE  GAME  OF  WHO'S  WHO 

It  is  not  necessary  to  make  the  proper  name  that  be- 
longs to  it — only  the  surname.  Letters  may  be 
arranged  any  way  you  wish.  You  may  discard 
some  letters  but  your  vowels  and  consonants  must 
all  be  of  the  exact  number  required. 

This  same  game-board  may  be  used  for  a  Geo- 
graphical Game  in  which  names  of  cities,  rivers,  con- 
tinents, oceans  are  spelled  in  a  like  manner.  It  may 
be  used  to  spell  words  only,  just  as  you  spell  them  in 
Anagrams.  To  win,  a  player  must  make  four  words. 

It  must  be  fine  to  be  famous t 

And,  when  I  grow  up  to  be  tall, 
I  think  that  maybe,  I'll  DO  SOMETHING- 

But  I  cannot  decide  what  at  all! 


CHS] 


THE  GAME  OF  PAPER  BEAN-BAG 

Material  Required  to  Make  the  Game  of  Paper 
Bean-Bag:  the  lower  half  of  a  square  hat-box,  some 
small  paper  bags,  an  old  newspaper,  some  string. 

It  takes  beans  to  make  bean-bags  and  bean-bags 
have  to  be  sewed.  Sometimes  this  isn't  at  all  con- 
venient. Either  there  are  no  beans  to  use  or  there  is 
nobody  to  sew  the  bags.  Beside  this,  bean-bags  can't 
be  played  in  the  house  for  fear  that  they  may  break 
something.  (Of  course,  one  can  play  with  them,  but 
it  is  safer  not  to!)  Paper  bean-bags,  however,  you 
can  make  without  beans  and  without  sewing.  You 
can  play  with  them  in  the, house  too. 

You  can  make  paper  bean-bags  with  paper  bags. 
Save  the  smallest  ones  the  grocer  sends.  Stuff  them 
with  bits  of  newspaper  till  each  bag  is  heavy  enough 
to  toss,  and  tie  the  opening  of  the  bag  with  string  quite 
tight.  You  should  have  six  small  bags.  Those 
marked  a  quarter  of  a  pound  are  best  to  use.  (Where 
you  have  no  bags,  take  six  stout  envelopes.  Fill  each 
with  six  heavy  buttons  and  seal  them  tight.) 

The  game  is  a  toss  game  and  you  will  need  a  large 
hat-box  to  use  in  playing  it. 

Use  the  lower  half  of  the  hat-box.  Cut  a  big 
square  hole  in  it. 


Paper  Bean-Bag,  a  Game  Made  from  a  Large  Cardboard  Hat-Box,  and 
Played  with   Small-Sized  Grocery-Bags   Stuffed  with   Paper. 


Feather-Fly,  an  Enticing  Game  Played  with  a  Box  and  a  Feather.    Can 
You  Blow  a  Feather? 


THE  GAME  OF  PAPER  BEAN-BAG 

Next,  cut  off  the  rim  of  one  side  of  your  hat-box. 
Cut  each  side  sloping  toward  this,  and  there  is  your 
game  finished! 

How  TO  PLAY  THE  GAME  OF  PAPER 
BEAN-BAG 

Stand  six  ruler  lengths  from  it,  and  try  to  toss  into  the 
hole.  Toss  the  six  bags  in  succession. 

Play  in  turn.  Count  out  for  beginner  and  order  of 
play. 

The  first  to  make  a  score  of  24  wins  the  game. 

When  the  wind  blows — who  cares! — 

There's  a  jolly  good  game  to  play, 
And  when  one  is  busy,  who  thinks 

Of  its  being  a  RAINY  DAY! 


[H7] 


THE  GAME  OF  FEATHER-FLY 

Material  Required  to  Make  the  Game  of  Feather- 
Fly:  a  box  about  five  or  six  inches  long,  or  square,  or 
round  and  a  fluffy  feather  about  an  inch  or  two  long. 

Tools  Needed  to  Make  the  Game  of  Feather-Fly: 
a  pair  of  scissors. 

Probably  you  never  supposed  that  you  could  play  a 
game  with  a  box  and  a  feather !  But  you  can  1  Two 
players  or  four  may  play. 

First,  hunt  for  a  downy  feather.  It  will  not  be  dif- 
ficult to  find  one. 

Next,  hunt  for  a  goodrsized  box  and  cut  a  hole  in 
it — one  that  is  about  three  inches  in  diameter.  If  it 
is  hard  for  you  to  make  a  perfect  circle,  cut  a  square 
out  instead. 

Place  the  box  in  the  center  of  some  large  table 
where  there  is  at  least  fifteen  inches  to  each  side  of  its 
edge. 

Place  the  feather  at  the  edge  of  the  table  in  front 
of  the  box. 

How  TO  PLAY  THE  GAME  OF  FEATHER-FLY 

Players  stand  opposite  each  other,  each  on  one  side  of 
the  table. 

[148] 


THE  GAME  OF  FEATHER-FLY 

Count  out  for  beginner  and  for  order  of  play. 

The  beginner  stands  on  the  side  of  the  table  where  the 
feather  has  been  placed.  He  must  try  to  blow 
it  into  the  box.  He  can  only  blow  once. 

The  next  player  must  try  to  blow  the  feather  in,  where 
it  lies  from  his  side  of  the  table.  If  he  cannot, 
and  it  is  clear  by  general  vote  that  he  cannot,  he 
may,  for  that  turn,  stand  where  he  wishes.  After 
blowing  one  puff,  he  comes  back  to  his  place. 

The  first  to  blow  the  feather  into  the  box,  wins. 

If  a  feather  floats  off  the  table,  the  next  player  starts 
it  from  the  center  rim  of  the  table  on  his  side. 

The  game  may  be  played  "partners."  In  this  case, 
partners  stand  opposite  each  other  and  no  player 
may  leave  his  side  for  any  play.  He  may,  how- 
ever, blow  the  feather  toward  his  partner  to  such 
a  place  that  it  will  be  difficult  for  the  player  fol- 
lowing him  to  reach  it  as  he  might  like.  In  this 
case  a  combined  count  of  J  is  the  count  that  wins 
the  game. 

There  is  magic  all  about  you, 

And  you'll  find  it  every  day 
In  very  many  little  things, 

That  surely  come  your  way! 

If  boxes  will  make  happy  games, 

And  feathers  turn  to  fun, 
There  surely  should  be  gayety 

Enough  for  every  one! 


[H9] 


THE  SHOPPING  GAME 

Material  Required  to  Make  the  Shopping  Game: 
some  mail  order  catalogs  that  have  pictures,  a  large 
box  cover  for  a  store  counter,  about  a  cupful  of  dried 
white  or  brown  beans,  the  round  or  square  cover  of  a 
small  box  about  an  inch  square  or  round,  and  a  small 
bit  of  stout  stick  as  thick  as  an  ordinary  pencil. 

Tools  Needed  to  Help  Make  the  Shopping  Game: 
scissors. 

It  is  always  jolly  good  fun  to  play  Store  and  here  is 
a  game  called  Shopping  Game  in  which  you  play 
Store,  buying  whatever  you  may  wish  from  a  counter. 
The  game  is  played  with  beans  for  money.  If  you 
wish  to  make  it,  find  some  picture  catalogs  such  as  are 
often  sent  from  houses  that  have  a  Mail  Order  De- 
partment. 

Beneath  the  pictures,  or  close  to  them,  there  are  the 
prices  of  the  articles  pictured.  Cut  out  the  pictures 
in  neat  squares  and  write  beneath  each  its  price.  You 
should  have  about  twenty-five  or  thirty-five  things. 
Do  not  cut  the  very  large  ones  but,  so  far  as  is  pos- 
sible, use  small  pictures  about  an  inch  or  two  square. 

Place  these,  when  numbered  with  price,  upon  the 
big  box  that  represents  the  shop  counter. 

Find  some  dried  white  beans  to  be  your  "money." 


THE  SHOPPING  GAME 

A  cupful  is  a  plenty.  Give  each  player  fifteen  beans. 
Place  the  rest  aside  in  a  pile  by  themselves. 

For  counter  a  top  is  used  in  this  game.  Spin  it  and 
wait  till  it  stops.  The  side  it  rests  on  determines  the 
player's  count.  The  count  that  it  gives  a  player  en- 
titles him  to  take  new  beans  from  the  large  pile.  It 
is  made  with  the  cover  of  a  small  square  cardboard 
box  by  dividing  its  surface  into  four  equal  parts  and 
numbering  these  7,  2,  3,  4.  (Draw  diagonally  from 
corner  to  corner.) 

Run  a  blunt  pointed  bit  of  stick  about  two  or  three 
inches  long  through  the  center  of  this  box  cover  and 
glue  it  fast,  if  need  be,  to  make  it  firm.  Spin  the 
upper  part  of  the  stick  between  your  fingers,  release 
it,  and  then  let  the  top  twirl  till  it  falls  upon  its  side. 
The  number  marked  on  the  side  the  top  falls  upon  is 
your  count.  Take  as  many  beans  as  the  counter  gives 
you.  Add  these  to  your  pile  and  make  your  play  of 
purchase.  Only  one  article  may  be  bought  in  one 
play.  (Any  counter  may  be  used  in  playing  this 
game,  but  whatever  one  is  used  should  have  no 

higher  count  than  4  upon  it.) 

/ 
How  TO  PLAY  THE  SHOPPING  GAME 

Two  or  three  may  play  this  game. 

Play  is  made  in  turn. 

Count  out  for  beginner. 

The  sum  of  the  numbers  in  the  prices  of  articles  is  the 

buying  price  as  $1.50 — i+5+o=6.     Six  beans 

is  then  the  price  of  the  article. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

All  players  must  miss  turns  if  they  have  not  enough 
beans  to  purchase.  They  must  wait  till  the 
counter  gives  these  in  play. 

When  all  articles  have  been  sold,  the  winner  is  he  who 
has  most  beans  left  in  his  pile  and  who  has  pur- 
chased the  most  articles. 

I  like  to  snip  with  scissors, — 

And  if,  perhaps,  you  do, 
You'll  like  to  cut  out  pictures 

And  make  a  Store  Game,  too! 

You  mustn't  spend  your  "money" 

Quite  recklessly,  you  know, 
For  money's  very  handy 

And  it  is  quick  to  gol 


Shopping  Game  in  Which  a  Counter  is  an  Oblong  Box  and  You  Buy 

All   You  Can. 


The  Game  of  Remember,  a  Little  Memory  Game  Played  with  a  Box  and 

Cut-Out  Pictures. 


THE  GAME  OF  REMEMBER 

Material  Needed  to  Make  the  Game  of  Remem- 
ber: a  box  of  good  size,  the  advertising  pages  from 
two  magazines. 

Tools  Needed  to  Make  the  Game  of  Remember: 
scissors. 

Do  you  see  things  quickly?  Do  you  remember 
well?  How  well  can  you  do  either  of  these?  There 
is  no  jollier  way  to  find  out  than  just  by  turning  it  into 
a  game  in  which  you  pretend  to  be  looking  at  a  shop 
window,  and  in  which  you  tell  on  the  count  of  five  all 
you  see  there. 

Two  may  play  the  game.  Each  has  scissors  and 
each  cuts  out  whatever  pictured  articles  please  him 
from  magazine  advertisements:  soap,  books,  shoes, 
watch,  breakfast  food,  and  so  on,  up  to  ten  articles  or 
twenty. 

The  box  for  Shop  Window  is  placed  between  the 
two  who  play.  Play  is  started  as  soon  as  each  has 
cut  out  ten  pictures.  Neither  may  see  what  pictures 
the  other  player  has.  Only  familiar  objects  may  be 
used. 

Cut  these  out  without  printing  if  you  can  do  so. 
Do  your  work  neatly. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

How  TO  PLAY  THE  GAME  OF  REMEMBER 

Play  is  made  in  turn,  two  playing. 

Count  out  for  beginner.  This  player  selects  from  out 
his  cut-out  pictures  one  and  places  this  on  the 
Shop  Window.  The  other  player  has  mean- 
while blindfolded  his  eyes.  When  the  signal, 
"Look!"  is  given,  he  examines  the  shop  window 
while  the  first  player  counts  five  as  rapidly  as  he 
can.  On  the  count  of  "Five!''  he  must  cover  his 
eyes  and  tell  what  he  has  seen.  If  successful,  the 
play  is  repeated  with  two  pictures,  one  old, 
one  new,  still  on  the  count  of  "Fivel"  If  still 
successful,  yet  another  picture  is  added  on  the 
same  count.  This  continues  on  the  count  of  five 
till  a  player  has  passed  five  different  articles  and 
can  remember  them  in  their  exact  order.  After 
five  articles,  the  count  is  ten. 

The  first  to  be  able  to  name  the  ten  different  articles 
in  order  correctly,  wins. 

!As  soon  as  one  player  fails,  the  other  starts  to  arrange 
Shop  Window  and  the  order  continues  from  one 
onward.  After  a  failure,  some  new  picture  is 
started  at  the  first  part  of  the  game,  and  a  new 
order  is  given. 

It  may  be  that  you  can  remember  even  beyond  the 
number  of  ten  articles  I  For  each  additional 
five,  a  new  count  of  five  is  added  by  the  one  who 
gives  the  signal,  "Look!" 

After  you  have  gone  as  far  as  ten,  all  correct,  see  how 
much  further  you  can  go  I 

[154] 


THE  GAME  OF  REMEMBER 

I  like  to  work — 

I  like  to  play — 
WHICH  one  is  best? 

O,  can  you  say? 
I  like  to  work — 

I  like  to  play! 
And  BOTH  are  good 

For  every  dayl 


THE  GAME  OF  GOING  TO  THE  MILL 

Material  Required  to  Make  the  Game  Going  to 
the  Mill:  a  large  square  hat-box  cover  or  the  lower 
half  of  a  box  that  is  this  shape  and  size,  one  small 
druggist  box,  square  or  oblong,  two  small  round  or 
square  pill-boxes,  five  white  beans. 

A  counter  for  this  game  is  made  from  a  small  card- 
board box  about  three  or  four  inches  square,  or  round ; 
a  bit  of  cardboard  is  needed  from  which  to  cut  an 
indicator-hand,  and  a  pivot,  for  it  to  turn  and  spin 
upon,  should  be  a  round  wire  paper-shank. 

Tools  Needed  for  the  Construction  of  the  Game 
Going  to  the  Mill:  ruler,  compass,  crayons,  scissors. 

Once  upon  a  time,  there  were  some  little  dwarfs  to 
whom  a  kind  miller  offered  sacks  of  flour.  Each 
dwarf  lived  at  the  opposite  end  of  a  great  green  plain, 
in  the  center  of  which  was  the  miller's  mill.  Each 
little  dwarf  wanted  as  much  of  the  flour  as  he  could 
get,  but  only  one  sack  might  he  fetch  at  one  trip. 
Which  little  dwarf  had  the  largest  number  of  flour 
sacks  ?  No  1  This  isn't  any  problem  in  mental  arith- 
metic! It  is  a  game!  You  can  make  it  and  find  out 
the  answer.  The  dwarfs  were  four:  Benny,  Bobby, 
Tip,  and  Tim.  Shall  I  tell  you  how  to  make  the 
game? 


THE  GAME  OF  GOING  TO  THE  MILL 

Find  a  square  hat-box  or  its  cover.  This  is  to  be 
made  into  a  game-board.  If  there  is  printing  on  the 
cover  of  the  box,  either  paste  some  brown  paper  en- 
tirely over  the  cover  and  trim  it  neatly  at  the  edge  of 
the  box  or,  more  simply,  turn  the  box  over  and  draw 
upon  its  base  as  directed. 

First,  the  inner  circle  must  be  drawn.  Take  your 
compass  and  draw  one  about  eight  inches  in  diameter. 


Diagram  for  the  Game  of  Going  to  the  Mill 

Where  you  have  no  compass,  use  a  small  round  plate 
to  give  the  outline  to  your  circle.  Draw  lightly  with 
pencil  and  outline  your  work  afterwards,  when  quite 
correct,  with  black  crayon. 

Draw  a  second  circle,  larger  than  the  first,  so  that 
its  circumference  forms  the  even  roadway  around  the 
mill. 

[157] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Join  to  this,  from  each  corner  of  the  board,  the 
dwarfs'  roads  that  lead  to  the  Mill  Road. 

Next,  through  the  circle,  running  across  the  mid- 
dle, draw  another  "road,"  and  also  one  crossing  this 
the  other  way  at  right  angles. 

Last,  divide  these  all  into  sections  as  you  see  them 
indicated  in  the  picture  and  diagram.  Color  the 


Diagram  for  the  Game  of  Going  to  the  Mill 

squares  alternately  brown.  Color  the  rest  of  the  box, 
except  the  "roads,"  green. 

In  the  center  of  the  game-board,  place  the  drug- 
gist box,  standing  it  on  end  to  represent  a  mill.  Cut 
some  small  sails  out  of  cardboard  and  run  a  pin 
through  them  at  the  center.  Press  the  pin  into  the 
box  and  there,  sure  enough,  is  the  Miller's  Mill. 

Now,  to  begin,  place  ten  white  beans  within  the 
Mill.  These  are  the  white  sacks  of  flour  which  the 


THE  GAME  OF  GOING  TO  THE  MILL 

Miller  offered  Benny,  Bobbie,  Tip,  and  Tim.  Are 
only  three  of  you  to  play?  Did  you  say  only  two? 
It  really  doesn't  matter:  you  can  be  Benny  and  Bob- 
bie this  time  and  Tim,  if  you  like,  may  or  may  not 
enter  this  game.  Four  may  play;  three  may  play, 
two  may  play.  Each  player's  move  on  the  game- 
board  must  be  represented  with  a  button.  Buttons 
must  be  sufficiently  different  in  shade  to  be  easily  dis- 
tinguished. A  crayon  mark  in  color  will  generally 
fix  that. 

Each  may  have  half  a  pill-box  in  which  to  keep 
gains  at  his  corner  of  the  game-board. 

In  case  of  a  tie  add  new  beans  in  the  mill  till  win- 
ning is  made  clear. 

How  TO  PLAY  THE  GAME  GOING  TO  THE  MILU 

Count  out  for  beginner  and  order  of  play. 

Players  play  in  turn. 

Each  turn  is  a  spin  of  the  counter  and  a  move  upon 
the  game-board  in  any  direction  desired  so  as 
to  reach  the  Mill.  If  a  count  carries  one  beyond 
a  crossroad  that  leads  directly  to  the  Mill,  one 
must  continue  to  go  around  till  one  obtains  the 
count  that  permits  one  to  rest  at  the  opening  of  a 
crossroad  leading  toward  the  mill  without 
change  of  direction.  One  must  wait  there  till 
one  turns  the  proper  count  to  reach  the  Mill 
exactly.  Then,  one  may  take  a  sack  of  flour,  a 
bean,  and  go  home  as  speedily  as  possible.  On 
arriving  at  "home,"  the  end  corner  square  from 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

which  play  was  started,  the  bag  of  flour  is  de- 
posited in  the  house,  half  a  small  box,  and  the 
player  starts  back  to  the  mill  for  more. 
At  the  last,  if  any  player  is  free,  having  just  deposited 
his  sack  of  flour  at  home,  and  if  there  are  no  more 
sacks  to  seek  at  the  mill,  he  can  then  try  to  over- 
take some  player  who  has  a  sack  of  'flour  and  is 
going  home  with  it,  and  try  to  take  it  away.  If 
he  can  rest  upon  the  same  square  as  this  other 
player,  he  may  take  the  sack.  It  is,  however,  his 
only  so  long  as  he  can  keep  it.  The  other  player 
may  take  back  his  property  and  the  contest  over 
it  may  be  lively.  Only  in  case  of  a  tie,  are  beans 
added  at  the  Mill.  One  should  be  added  at  a 
time,  till  definite  winning  is  made. 

I  like  to  play  this  little  game 

Of  Going  to  the  Mill, 
I  played  it  when  I  stayed  a-bed 

But  wasn't  very  ill: 
An'  Mother  played  it  with  me, 

She  thought  that  it  was  gay 
To  think  that  /  could  make  a  GAME 

That  was  such  fun  to  play! 


[160] 


The  Game  of  Going  to  the  Mill  in  Which  the  Miller  Has  a  Busy  Time. 


Box  Checkers  Made  on  a  Square  Hat-Box  Cover  and  Played  with 
Colored  Button-Molds. 


BOX  CHECKERS 

Material  Required  to  Make  the  Game  of  Box 
Checkers:  a  square  hat-box  or  its  cover,  sixteen  large 
wooden  button-molds, 

Tools  Needed  to  Make  the  Game  of  Box  Check- 
ers: ruler,  crayons. 

Almost  every  one  likes  to  play  checkers,  but  it  isn't 
every  one  who  owns  a  checker-board  or  who  has  one 
at  home  when  he  wants  it.  You  may  make  a  checker- 
board of  your  own,  if  you  wish  it  any  time.  You  will 
need  a  large  square  box  cover  such  as  come  fitted  to 
hat-boxes.  If  it  has  print  upon  it,  paste  sorne  clean 
brown  paper  over  all  the  top  and  trim  it  off  neatly 
around  the  sides.  The  lower  half  of  a  hat-box  may 
be  used  in  place  of  the  cover,  if  you  prefer. 

You  know  what  a  checker-board  is  like,  don't  you? 
It  is  all  divided  into  small  squares  colored  usually 
black  and  white,  alternating  in  color. 

An  easy  way  to  measure  spaces  for  your  checker- 
board that  is  to  be  made  with  a  box,  is  to  take  a  thin 
piece  of  brown  paper  and  cut  it  in  a  quarter-inch  strip 
the  exact  length  of  one  side  of  your  box.  Fold  this 
piece  of  paper  into  half;  fold  the  half  to  make  quar- 
ters; fold  the  quarters  to  make  eighths — and  there 
you  have  your  measurements!  Unfold  the  strip  of 

[161] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 


paper,  and,  placing  it  along  each  side  of  your  box  in 
turn,  make  a  mark  where  a  folding  comes  in  the 
paper.  First,  join  these  from  side  to  side  vertically 
parallel. 


Diagram  for  Box  Checkers 


Diagram  for  Box  Checkers 

[162] 


BOX  CHECKERS 

Next,  cross  these  lines  with  others  running  from  the 
two  other  sides  to  join  similar  points  horizontal  and 
parallel.  This  gives  the  squares  needed  for  the 
game-board. 

Color  these  as  you  see  indicated  here  in  the  diagram 
by  small  crosses.  Each  square  that  has  upon  it  a  cross 
is  to  be  colored  black.  In  coloring,  keep  your  lines 
as  uniform  as  you  can  and  run  all  in  one  general  direc- 
tion. This  tends  to  make  your  work  appear  neat. 

The  button-molds  are  used  in  playing  the  game. 
Eight  may  be  colored  red  and  eight  yellow.  Both 
top  and  bottom  of  the  button-molds  must  be  colored. 

How  TO  PLAY  Box  CHECKERS 

Two  players  may  play. 

Play  is  made  in  turn  by  moving  from  one  square  to 
the  next  or  by  jumping  over  as  many  men  as 
space  allows.  Only  one  man  may  be  jumped 
over  at  one  time,  but  you  may  jump  as  many 
others,  singly,  as  you  can. 

If  you  see  a  move  to  jump  your  opponent's  man,  you 
must  take  it.  Always  jump  as  many  of  your  op- 
ponent's men  as  you  can. 

Men  once  jumped  over  are  taken  off  the  board. 

A  player  tries  to  have  his  men  reach  the  opposite  side 
of  the  game-board.  When  a  "man"  reaches 
there,  he  is  "crowned."  In  Box  Checkers,  when 
a  man  is  "crowned,"  that  button  is  turned  over. 

The  one  to  win  is  the  one  who  can  take  the  largest 
number  of  men. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Ordinary  "men"  can  move  forward  only,  and  forward 
to  right  or  left.  A  "man"  crowned,  king,  may 
move  any  way  he  pleases. 

I  made  a  checker  game  myself — 

It  wasn't  hard  to  do — 
And,  if  you'd  like  a  checker  game, 

Why,  you  can  make  one,  tool 


[164] 


THE  FAIRYTALE  GAME 

Material  Required  to  Make  the  Fairytale  Game: 
a  large  oblong  box  or  box  cover  about  twenty  inches 
long  and  twelve  inches  wide  to  make  the  game-board ; 
a  small  druggist  box  about  an  inch  in  size  to  make  the 
Witch's  House;  a  large  box,  tall,  to  form  a  Castle;  a 
bit  of  cardboard  from  which  to  cut  a  Dragon;  a  but- 
ton-mold and  a  bit  of  stick  to  make  the  guide-post;  a 
small  box  cover  to  make  the  Enchanted  Gate;  a  wee 
doll-figure  for  the  Princess;  two  lead  soldiers  for 
Knights. 

This  game  is  played  with  a  counter.  The  counter 
is  constructed  from  a  small  square  or  round  box  about 
three  or  four  inches  in  size.  Its  indicator-hand  is 
cut  from  a  piece  of  stiff  cardboard.  The  indicator- 
hand  is  fastened  to  the  counter  by  means  of  a  round 
wire  paper-shank. 

Tools  Needed  to  Make  the  Fairytale  Game:  scis- 
sors, crayons. 

Once  upon  a  time,  there  was  a  Witch.  Just  why 
she  did  it,  nobody  knows,  but  she  imprisoned  a 
Princess  in  a  high  tower  and  put  a  yellow  Dragon  in 
charge  to  guard  against  her  running  away. 

Everybody  wanted  to  save  the  Princess,  but  there 
were  ever  so  many  things  that  prevented  this!  One 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

reason  was  that  at  the  entrance  of  the  Castle  Grounds, 
there  was  a  Magic  Gateway.  Nobody  could  open 
the  gate  and  reach  the  Castle  Grounds  unless  they 
knew  the  password. 

The  next  reason  that  persons  failed  to  reach  the 
Princess  was  that  there  was  a  guide-post  placed 
"where  three  roads  meet."  This  directed  one  quite 
wrongly,  if  one  didn't  know  better.  And  there  was 
another  reason,  the  Dragon  that  guarded  the  Castle  1 
Beside  all  these,  there  was  the  Witch,  herself!  In- 
deed, as  you  can  see,  it  was  very  difficult  to  rescue 
the  Princess. 

But  one  day,  a  Black  Knight  and  a  White  Knight 
decided  that  they  were  both  brave  enough  to  try. 
And  did  they  save  the  Princess?  AND  which  one 
rescued  her?  THAT  is  the  game  you  play  to  find 
out  the  answer.  When  you  play  it,  you  will  see 
which  one  learned  the  password  first;  which  one  was 
too  smart  to  follow  the  guide-post;  which  one  got  the 
better  of  the  Dragon  first;  which  one  cleverly  avoided 
the  Witch;  and  which  one  rescued  the  Princess! 

You  will  need  to  draw  the  game-board  with  cray- 
ons. 

First,  with  black  crayon,  mark  off  the  line  A-A  at 
one  long  side  of  your  box.  At  the  left,  follow  this 
with  D-D.  At  the  other  side,  make  B-B  and  at  the 
lower  part  of  the  box  as  it  stands  before  you,  length- 
wise on  the  table,  draw  C-C.  By  comparing  this 
with  the  picture  of  my  game,  you  will  readily  see 
what  is  what. 

[i  66] 


THE  FAIRYTALE  GAME 


Next,  carefully  map  out  the  inner  part  of  the  game- 
board,  making  the  figure  H  and  K.  Color  the  spaces 
on  which  you  see  small  crosses.  Make  these  green, 
and  there  you  have  your  roadways  I 

Next,  mark  off  these  roads  into  sections  as  nearly 
like  mine  as  you  can  make  them.  Be  careful  to  make 
every  division  clear  and  to  have  the  openings  to  the 

A  A 


Diagram  for  the  Fairytale  Game 

Castle  Road  coincide  exactly  with  similar  spaces  on 
the  outer  roadway. 

When  these  are  made,  always  with  careful  refer- 
ence to  the  picture,  you  may  begin  to  do  the  other 
work  upon  your  game. 

The  small  druggist  box  is  made  into  a  Witch  House 
by  giving  it  two  windows  and  a  door  marked  with 
black  crayon.  It  may  have  a  red  roof  also,  if  you  like. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 


Paste  it  where  you  see  mine  placed  in  the   pic- 
ture. 
A  small  square  box  cover  forms  the  Magic  Gate. 


Diagram  for  the  Fairytale  Game 


Diagram  for  the  Fairytale  Game 

Mark  its  bars  with  a  black  crayon.     It,  stands  in 
place  if  glued.     If  there  is  any  question  of  your  abil- 

[168] 


THE  FAIRYTALE  GAME 

ity  to  make  it  stand  upright,  run  a  pin  down  through 
its  cardboard. 

The  guide-post  is  a  bit  of  twig,  split  at  the  top  to 
hold  a  strip  of  cardboard,  pointing  toward  the  box- 
rim.  A  button-mold  makes  the  stand.  The  guide- 
post  may  be  glued  into  place. 

I  cut  a  Dragon  out  of  a  bit  of  cardboard.  I  col- 
ored mine  yellow  and  green.  He  stood  upright  on 
two  flat  bits  of  cardboard  that  were  cut  at  the  top  to 
hold  him.  He  was  really  a  DRAGON.  Maybe 
you  can  manage  to  make  a  much  better  Dragon  than 
mine. 

The  castle  is  made  from  a  tall  box,  one  whose  base 
is  about  two  inches  square  and  that  is  about  four 
inches  high.  Take  off  the  cover.  Cut  the  rim  of  the 
cover  so  as  to  make  the  tower  ramparts.  This  is  done 
by  turning  the  cover  rim  upward  and  removing  equal 
bits  of  cardboard  from  it  at  intervals  of  even  space. 
Use  scissors.  Glue  this,  when  cut,  to  the  part  that 
was  the  bottom  of  your  box.  Then  glue  the  lower 
rims  of  the  box  to  the  spot  where  the  Castle  should  go, 
marked  in  the  diagram  by  X.  Tall  tower  windows 
may  be  drawn  on  the  sides  of  the  Castle  with  your 
black  crayon.  Doors,  back  and  front  opening  on  the 
two  roadways,  may  be  made,  too,  Really,  it  makes 
a  very  cunning  Castle,  don't  you  think  so?  The  tiny 
doll,  such  as  one  might  find  in  a  walnut  shell  or  birth- 
day cake  as  a  prize,  goes  upon  the  Castle  ramparts. 
That  is  the  Princess! 

Two  lead  soldiers  are  Knights  for  playing  the 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

game.  If  you  cannot  find  these,  you  may  use  two 
Noah's  Ark  men.  Buttons  may  be  used  to  represent 
the  players'  moves  also,  if  preferred.  One  light  but- 
ton and  one  dark  answer  the  purpose. 

A  counter  is  needed  also.  This  is  quite  easy  to 
make.  Any  three-  or  four-inch  square  box  will  read- 
ily be  transformed  into  a  counter.  A  round  box  the 
same  size  may  be  used.  You  see  one  in  the  picture 
of  the  game.  I  think  small  candies  of  some  sort  came 
packed  in  it. 

Turn  your  box  over  and  draw  across  the  base  that  is 
free  from  print.  Use  black  crayon  and  if  the  box  is 
square  draw  from  corner  to  corner  diagonally.  If 
the  box  is  round,  draw  a  cross  upon  it  that  divides  the 
surface  into  four  equal  sections.  Number  sections 
of  your  counter  i,  2,  3,  4. 

The  counter  is  to  have  an  indicator-hand  that  is  to 
be  spun  upon  a  pivot.  The  indicator-hand  is  cut 
from  a  piece  of  stiff  cardboard  to  fit  the  size  required 
by  the  box  you  have  chosen  to  use. 

A  wire  shank  that  makes  a  round  hole  is  used  as  a 
pivot  for  the  indicator-hand  to  spin  upon.  It  should 
be  pressed  down  through  one  end  of  the  indicator- 
hand  through  the  cardboard  box  and  it  should  be 
fastened  loosely.  The  hole  through  the  indicator- 
hand  must  not  be  tight.  If  it  is,  the  hand  will  not 
spin  as  fast  as  it  should. 

You  can  make  up  a  fairytale  to  fit  your  game  as 
you  play  with  the  Dragon,  and  the  Knights,  and  the 
Witch,  and  the  Princess. 


THE  FAIRYTALE  GAME 

How  TO  PLAY  THE  FAIRYTALE  GAME 

Two  may  play  the  game.  Each  must  have  a  Knight 
to  represent  his  play  upon  the  game-board. 
Some  toy  figures  or  buttons  may  be  used  for  this. 

Players  play  in  turn.     Count  out  for  beginner. 

In  starting,  both  players  place  their  figures  outside  the 
Magic  Gate  and  stay  there  till  they  learn  the 
password.  (This  is  when  number  i  is  given  by 
the  counter's  indicator-hand.) 

Each  player  spins  the  hand  of  the  indicator  and  moves 
as  many  spaces  upon  the  game-board  as  it  per- 
mits, going  around  the  board  toward  the  left  at 
the  start  and  continuing  around  till  his  man  rests 
on  the  opening  of  a  crossroad.  In  this  case,  he 
follows  the  direction  of  the  crossroad  at  the  next 
turn.  If  he  does  not  rest  upon  a  crossroad 
square,  he  goes  safely  by  the  false  guide-post  that 
directs  a  player  "out  of  the  game";  past  the 
Dragon  where  a  player  must  stay  and  "fight"  till 
he  can  turn  number  i  on  the  counter;  past  the 
Witch  House,  where  a  player  is  kept  over  one 
turn.  If,  however,  a  player  can  rest  on  the 
square  before  the  opening  of  the  Castle  Road,  on 
his  next  turn,  he  may  go  in  there.  As  soon  as  he 
can  turn  i  on  the  counter,  he  is  said  to  have 
rescued  the  Princess  and  he  starts  on  the  other 
side  of  the  Castle  Road  and  goes  out  of  the  game 
as  soon  as  he  can. 

After  a  player  has  rescued  the  Princess,  neither  the 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Witch  House  nor  the  Dragon  have  any  power. 

A  player's  man  passes  them  without  penalty. 
Play  is  made  around  the  game-board  till  a  player's 

man  may  turn  in  at  some  opening  of  the  Castle 

Road. 
The  first  to  rescue  the  Princess,  and  pass  the  Magic 

Gate,  on  his  return,  wins.     A  player  needs  no 

password  on  his  return.     He  may  pass  the  gate 

on  an  uneven  count  and  go  out. 
Princess  may  be  rescued  more  than  once. 

You'd  like  to  fight  a  DRAGON? 

It  might  be  fun  to  do! — 
BUT,  you  would  like  a  toy  one 

That  didn't  gobble  you! 


[172] 


The  Fairytale  Game  Made  with  One  Big  Cardboard  Box,  Some  Small 
Boxes,  and   Played  with  Knights  that  are  Lead   Soldiers. 


The  Game  of  Books  Made  from  Publishers'  Catalogs  and  Played  with 

a  Box-Counter. 


THE  GAME  OF  BOOKS 

Material  Required  to  Make  the  Game  of  Books: 
one  or  two  book  catalogs,  some  sheets  of  heavy  paper 
(not  cardboard) ,  a  cardboard  box  that  is  rather  large, 
a  small  box  about  four  inches  square,  a  bit  of  card- 
board, a  wire  paper-shank  that  has  rounded  sides, 
some  dried  white  beans  or  buttons  of  various  kinds. 

Tools  Needed  to  Construct  the  Game  of  Books: 
scissors,  paste. 

Perhaps  you  like  to  play  Authors?  If  you  do,  you 
may  like  to  make  a  little  game  of  Books.  It  is  not 
like  Authors.  It  is  a  game  in  which  you  draw  books 
from  the  library  and  the  books,  instead  of  being  writ- 
ten by  grown-up  peoples'  authors,  may  be  the  ones  you 
like  best.  You  may  play  with  Alice  in  Wonderland, 
Robinson  Crusoe,  Cinderella,  The  Swiss  Family  Rob- 
inson, Treasure  Island,  and  other  books  written  for 
children. 

These  books  are  advertised  in  publishers'  catalogs. 
If  you  look  through  the  pages  of  some,  you  will  see 
pictures  of  children's  books.  Cut  these  pictures  out. 
Paste  each  upon  a  piece  of  stiff  paper  folded  to  make 
what  represents  the  two  covers  of  a  book.  Cut  out 
as  many  of  these  pictures  as  you  can  find.  Where 
there  are  no  pictures,  make  the  books  from  folded 

[173] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

paper  with  printed  title  pasted  on  them.  This  title 
may  be  cut  from  the  catalogs.  You,  of  course,  will 
like  to  choose  the  books  you  like  best,  if  you  can  find 
their  titles. 

When  you  have  arranged  about  twenty-five  of  these 
books,  or  more,  place  them  all  upon  the  box  that  rep- 
resents The  Library. 

You  will  need  a  counter  to  help  in  playing  the 
game.  This  may  be  made  from  a  square  cardboard 
box  that  is  small.  Draw  across  its  surface  diagonally 
from  corner  to  corner,  and  then  from  the  center  of 
one  side  to  the  center  of  the  opposite  side,  making  a 
cross.  Number  each  section  /,  2,  3,  4,  5«  From  a 
bit  of  stiff  cardboard,  cut  an  indicator-hand  to  fit 
your  counter-box.  Fasten  this,  after  pointing  one 
end  with  scissors,  at  the  center  of  your  box.  Use  a 
round  wire  paper-shank  to  make  the  pivot  for  the 
indicator-hand.  By  means  of  this,  secure  the  hand  to 
the  counter-box.  Do  so  loosely  so  that  the  hand  will 
spin  rapidly  upon  its  pivot. 

Each  player  has  ten  beans  or  buttons. 

How  TO  PLAY  THE  GAME  OF  BOOKS 

Two  may  play  this  game.     Count  out  for  beginner. 
Play  in  turn.     Spin  the  hand  of  the  indicator  on  the 
counter.     Make  play  as  it  directs. 

1  entitles  a  player  to  draw  one  book  from  the  li- 

brary.   A  player  chooses  this. 

2  entitles  a  player  to  draw  two  books  from  the 

library. 

[174] 


THE  GAME  OF  BOOKS 

3  is  "The  book  you  with  is  out."    You  have  no 

further  turn  now. 

4  is  Return  one  book. 

5  is  You  have  a  book  overdue.     An  overdue  book 

means  that  you  must  return  a  book  to  the  library, 
and  pay  out  a  fine  of  one  bean  or  one  button. 

The  first  to  have  drawn  and  held  12  books  wins. 

In  case  of  tied  play,  if  you  have  not  made  enough 
books,  each  player  puts  back  all  he  has,  keeps  his 
score,  keeps  his  beans  or  buttons,  and  the  game  is 
begun  in  a  new  round  of  play.  Books  are  said 
to  be  Called  in. 

You  may  add  new  books  to  the  number  of  forty.  In 
this  case,  increase  the  score  to  eighteen  books. 

In  case  of  a  tie,  add  a  new  book  in  the  library. 

In  case  a  player  cannot  pay  "overdue"  he  forfeits 
Library  privileges  and  the  other  player  wins. 

Little  Children,  pray  beware: 
Handle  story-books  with  care! 
Playmate  story-books,  ill  used, 
Have  a  right  to  feel  abused; 
Dirty  fingers  leave  their  mark — 
Horrid  tracks  all  smoochy  dark! — 
Bindings  spotted,  pages  torn, 
Make  a  story-book  forlorn; 
And,  I  think,  they  feel  it  sadly 
When  you  treat  their  covers  badly. 


[175] 


THE  GAME  OF  THREE-IN-A-ROW 

Material  Required  to  Make  the  Game  Three-in-s 
Row:  a  square  box  or  its  cover,  some  red  and  white 
beans. 

Tools  Needed  to  Make  the  Game  of  Three-in-e 
Row:  a  ruler,  crayons. 

Here  is  a  game  you  can  play  with  dried  beans,  rec 
and  white  ones.  A  square  box  cover  or  the  lower  hall 
of  some  box  about  six  or  seven  inches  square  wil 
answer.  Crayons  and  ruler  are  tools  needed  for  iti 
construction. 

Measure  off  the  surface  of  your  box  into  squares 
six  or  seven  to  a  side,  according  to  the  measuremen 
of  your  box.  Each  square  should  be  an  inch  in  size 
First  make  the  measurements  and  draw  your  line; 
horizontally  from  side  to  side  of  the  box  where  you: 
measurements  come.  Cross  these  with  lines  goin^ 
from  top  to  bottom  of  the  box  vertically.  This  give 
the  squares. 

Cut  each  square  diagonally,  making  a  mark  witl 
crayon.  Color  alternate  halves  of  these  dividec 
squares — and  your  game-board  is  finished. 

If  you  prefer,  the  game  may  be  played  upon  tb 
squares  but  this  does  not  always  afford  the  sam< 
amount  of  room  for  play. 


THE  GAME  OF  THREE-IN-A-ROW 

How  TO  PLAY  THE  GAME  THREE-IN-A-ROW 

Two  may  play.  Each  has  a  handful  of  beans,  white 
or  red.  Each  player's  beans  are  of  one  color. 

Count  out  for  beginner.     Play  is  made  in  turn. 

A  play  is  made  by  placing  a  bean  on  any  square,  not 
already  occupied. 


Diagram  for  the  Game  of  Three-in-a-Row 

The  object  is  to  place  four  beans  in  a  row  without 
being  stopped  by  the  other  player.  The  beans 
must  go  on  triangles  colored  alike.  They  may 
go  in  any  direction. 

A  player  may  stop  another's  play  by  placing  his  bean, 
when  his  turn  comes,  at  the  end  of  the  other 
player's  line. 

(If  your  game-board  is  large  enough,  you  may  make 
the  game  five  in  a  row.) 

[177] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

The  game  may  be  played  in  five  rounds  and  the  win 
ner  is  he  who  wins  the  larger  number  of  rounds 

My  Treasure  Hoard  is  boxes, 

And  beans,  and  buttons  too! 
I  never  heard  that  treasure 

Might  be  so  small,  did  you? 

Perhaps  such  happy  treasure, 

Of  very  little  worth, 
Is  better  than  a  pot  of  gold, 

Where  rainbows  touch  the  earth! 


[178] 


The  Game  of  Three-in-a-Row  Made  upon  Half  a  Square  Cardboard  Box, 
and  Played  with  Dried  Beans,  Brown  and  White. 


A   Marble   Game   Made  with   One  Long   Cardboard   Box,   Three  Metal 
Bottle-Corks  and  a  Box  Cover  and  Marbles. 


A  MARBLE  GAME 

Material  Required  to  Make  a  Marble  Game:  the 
two  halves  of  some  large  narrow  box,  perhaps  one 
over  fifteen  inches  long;  a  large  box,  oblong;  the 
metal  tops  of  three  glass  jars  or  bottles;  and  at  least 
three  small  marbles  are  needed. 

Tools  Needed  to  Make  a  Marble  Game:  scissors, 
crayons,  some  glue. 

Marbles  are  fun.  Every  one  likes  them.  Do  you 
want  to  make  a  marble  game?  It  is  not  at  all  diffi- 
cult. First,  you  will  need  a  long  box.  Remove  its 
cover. 

Cut  one  end  rim  of  the  lower  half  of  your  box  and 
fit  the  other  end  into  the  box  cover  at  the  center. 
Two  brass  paper-shanks,  one  at  either  rim  of  the 
cover,  fasten  the  two  parts  of  the  box  securely. 
Fasten  the  paper-shanks  through  both  box-rims. 

Cut  a  hole  about  two  inches  in  diameter  in  the  cover 
of  the  box,  directly  in  the  center  over  the  sloping  run- 
way for  the  marbles. 

Find  some  metal  caps  of  jars  or  bottles  that  you 
are  quite  sure  you  may  take,  place  these  on  a  square 
box  cover,  as  you  see  them  arranged  in  the  picture  of 
the  game.  Draw  around  their  rims  with  pencil,  and 

[179] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

cut  the  cardboard  out.  Press  the  tin  screw-corks 
down  into  the  holes  you  made  to  fit  them,  and,  after 
glue  has  been  placed  around  them,  let  them  dry. 

Color  each  section  with  crayon,  making  each  sec- 
tion a  different  color.  The  two  side  holes  belong  to 
the  corners.  The  middle  one  to  the  center.  That's 
easy! 

Now,  drop  a  marble  through  the  upper  hole  and 
see  if  it  will  go  into  a  hole  made  by  a  metal  cap. 
Didn't  do  it?  Try  again ! 

How  TO  PLAY  THE  MARBLE  GAME 

Two,  or  three,  or  more  may  play  this  game. 

Three  marbles  are  used.     Each  player  uses  these. 

Count  out  for  order  of  play.     Play  is  made  in  turn. 

The  game  may  be  played  in  as  many  rounds  as  are  nec- 
essary for  a  player  to  make  a  score  of  nine.  The 
first  to  do  this  wins. 

I  found  a  box  and  made  a  game 
And,  maybe,  you  will  do  the  same: 
Some  marbles  helped  the  play  of  mine; 
They  roll  right  down  a  steep  incline, 
And  into  little  holes  they  drop, 
Or,  in  some  corner  place  they  stop! 
It  is  such  jolly  fun  to  play, 
I  hope  you'll  make  the  game  some  day! 


[180] 


THE  GARDEN  GAME 

Material  Required  to  Make  the  Garden  Game: 
the  cover  of  an  oblong  cardboard  box,  one  at  least 
eighteen  inches  long;  ten  large  button  molds;  some 
twigs  that  fit  firmly  into  their  holes ;  some  tiny  scrap- 
pictures  of  flowers  or  else  some  very  small  artificial 
flowers.  Two  little  dolls  may  be  used  in  the  play,  or 
two  Noah's  Ark  ladies. 

The  game  is  played  with  a  counter  made  from  a 
cardboard  box  three  or  four  inches  square.  Draw 
on  its  under  side  which  is  free  from  printed  matter, 
making  a  line  from  corner  to  corner  diagonally. 
Another  line  must  cross  this,  one  made  in  the  same 
way  and  using  the  other  two  corners  of  the  box. 
Number  the  sections  I,  2,  3,  4.  Where  a  round  box 
is  used  for  counter,  divide  this  by  drawing  a  cross 
over  its  surface  and  numbering  the  divisions. 

Tools  Needed  to  Make  the  Garden  Game:  ruler, 
crayons,  compass.  A  little  paste  or  glue  may  be  re- 
quired but  not  enough  to  make  a  muss. 

It  isn't  every  day  that  one  can  make  a  garden  but 
almost  any  day,  even  when  snow  is  on  the  ground,  one 
can  make  a  Garden  Game!  In  the  Garden  Game, 
one  may  plant  and  have  bloom  even  when  the  January 
thermometer  is  below  zero.  The  garden  is  within 

[181] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

the  cover  of  a  cardboard  box  and  you  must  arrange  it 
with  a  path  that  runs  around  the  garden  right  inside 
the  box-rim.  The  box-rim  that  stands  erect  forms 
a  fence.  You  may  cut  a  gate  at  each  end  of  the  box- 
rim.  Both  gates  cut,  should  be  at  the  center  of  each 
end  rim  and  both  should  be  at  least  an  inch  wide. 

Now,  when  you  have  made  the  gates,  lay  your 
school  ruler  inside  your  box  alongside  of  the  box 
rim.  Draw  on  its  inner  side  making  a  black  crayon 
line  to  mark  your  path.  When  you  have  made  this 
path  evenly  all  around  the  sides  of  your  garden-box, 
start  at  the  gate,  and  divide  the  path  into  one  incK- 
spaces  as  nearly  as  possible  evenly.  You  should  be 
very  sure  that  the  square  by  your  gate  is  the  size  of 
the  gateway  and  that  the  gate  opens  directly  on  it. 

When  all  the  path  around  the  garden  is  divided 
properly,  count  three  squares  from  the  upper  right- 
hand  corner  and  from  the  third  square  start  a  path- 
way down  two  or  three  squares  to  a  round  flower-bed. 
The  flower-bed  may  be  drawn  with  pencil  and  com- 
pass and  outlined,  later,  with  black  crayon.  A  sim- 
ilar garden-bed  must  be  arranged  for  at  the  lower 
left  hand  side  of  the  box,  three  squares  from  that 
corner. 

Now,  after  all  first  divisions  in  the  paths  are  clearly 
marked  off  with  black  crayon,  lightly  color  the  paths 
with  brown  crayon.  Color  garden-beds  brown  also. 
The  rest  of  the  game-board  inside  the  paths  is  grass 
and  should  be  made  green  with  your  crayon.  (This 
finishes  the  game-board. 


THE  GARDEN  GAME 


The  game  is  played  with  tiny  "plants."  Each  is 
made  by  placing  a  small  stick  in  the  hole  of  a  button- 
mold  so  that  it  stands  firmly.  The  button-molds, 
which  are  ten  in  number,  should  be  colored  also. 
Half  may  be  made  brown  and  half  green.  Glue  a 
little  stem  of  twig  about  an  inch  high  upright  so  that 
it  stands  in  each  button-mold.  Clay  or  plasticine 
may  take  the  place  of  glue  to  keep  the  end  of  twig 
steady.  These  are  the  "plants"  for  playing  the  game. 


Diagram  for  the  Garden  Game 

They  are  said  to  be  "purchased"  and  must  be  carried 
to  the  individual  player's  garden-bed,  and  planted 
there.  To  win  the  Garden  Game,  the  plants  must 
have  flowers  and  bloom!  That's  not  half  as  hard  as 
it  sounds,  however! 

A  counter  is  used  in  playing  this  game,  one  drawn 
on  the  surface  of  a  round  or  square  cardboard  box  is 
very  quickly  made.  If  you  use  a  small  square  box, 
divide  its  bottom  from  corner  to  corner  diagonally. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Number  the  sections  I,  2,  3,  4.  Where  a  small 
round  box  is  used,  draw  a  cross  with  center  at  the 
center  of  the  box  and  number  the  divisions  that  its 
lines  make.  Cut  a  bit  of  heavy  cardboard  to  make 
an  indicator-hand  for  the  counter  and  fasten  it  to  the 
box-counter  with  a  round  wire  paper-shank.  Fasten 
it  loosely  so  that  the  hand  will  spin  freely  about  the 
paper-shank  as  its  pivot. 

Small  scrap-pictures  of  flowers  may  be  purchased 
at  toy-shops.  They  come  in  sheets,  the  flowers  about 
a  quarter  of  an  inch  in  size.  These  may  be  used  in 
the  Garden  Game.  If  you  cannot  find  them,  small 
flowers  may  be  cut  from  bits  of  wallpaper  or,  per- 
haps, you  have  an  old  bunch  of  artificial  flowers  at 
home?  These  will  answer.  You  should  have  ten 
small  flowers.  The  flowers  are  placed  on  top  of  twig 
ends  when  one  wins  one. 

Two  doll-figures  may  be  placed  at  the  gates  of  the 
garden  and  left  there.  Each  player  owns  the  gate 
next  which  his  doll  is  placed.  Moves  on  the  game- 
board,  however,  are  not  made  with  these  but  with 
the  "plants"  one  desires  to  place  in  the  garden-bed 
that  is  one's  own. 

How  TO  PLAY  THE  GARDEN  GAME 

Two  players  may  play.     Each  has  five  button-molds 

arranged  with  twigs  as  "plants."     Each  must 

try  to  place  these  in  his  garden-bed.     Each  must 

try  to  make  his  plants  bloom.    They  "bloom," 

[184] 


The  Garden  Game,  a  Game  in  Which  Each  Has  a  Chance  to  Make  a 
Pretty   Flovver-Bed. 


The  Happy  Game  of  Blue  Bird,  in  Which  the  Winner  Finds  the  Right 
Blue  Bird  of  Happiness. 


THE  GARDEN  GAME 

when  a  player  obtains  a  flower  to  press  down  on 
the  twig  that  is  the  plant-stem. 

Count  out  for  beginner. 

Play  in  turn. 

To  start,  spin  the  counter's  hand.  Move  one  of  your 
plants  through  your  gate  and  down  the  pathway 
to  the  garden-bed  furthest  from  your  gate. 
Move  as  many  squares  along  the  path  as  the 
counter  directs. 

You  must  have  an  even  count  to  place  your  plant  in 
the  flower-bed.  If  you  can  turn  up  I,  after  this, 
you  obtain  a  "flower."  If  not,  you  start  to  move 
another  plant  on  your  next  turn  and  you  use  the 
next  numeral  /  to  take  whatever  "flower"  you 
wish.  This  is  then  placed  on  your  plant,  and 
every  time  you  obtain  a  "flower,"  you  are  en- 
titled to  another  turn.  You  may  take  only  five 
"flowers." 

"Flowers"  may  not  be  taken  till  after  plants  are 
placed  in  the  garden-bed  to  await  "blooming." 

The  first  to  place  five  plants,  and  have  all  in  bloom, 
wins  the  game. 

Colors  on  button-molds  distinguish  players'  plants, 
each  player  having  chosen  button-molds  colored 
with  his  own  color. 

Mary,  Mary  Quite  Contrary, 

Had  no  garden  half  so  fine 
As  this  cunning  cardboard  garden 

That  is  really  truly  mine! 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

All  it  is,  is  just  a  cover 

Of  a  box  I  found  to-day, 
But  it  made  a  splendid  garde 

And  a  very  pretty  play! 


[186] 


THE  HAPPY  GAME  OF  BLUE  BIRD 

Material  Required  to  Make  the  Happy  Game  of 
Blue  Bird:  a  square  hat-box  cover  for  the  game- 
board;  a  small  square  or  round  cardboard  box  about 
three  or  four  inches  in  size  for  the  counter;  a  round 
wire  paper-shank  for  pivot  upon  which  to  place  the 
indicator-hand.  Each  player  must  have  four  but- 
ton-molds. 

Tools  Needed  to  Help  Make  the  Happy  Game  of 
Blue  Bird:  ruler,  crayons. 

Have  you  read  the  story  of  how  Tyltyl  and  Mytyl 
went  to  find  the  Blue  Bird?  If  you  have,  you  will 
remember  that  they  saw  many  birds  that  were  blue 
but  none  proved  to  be  the  right  one  till  they  reached 
home.  Here  is  a  little  game  of  Blue  Bird  that  you 
yourself  can  make.  A  square  hat-box  cover  forms 
the  board.  If  there  should  be  printed  matter  upon 
yours,  paste  a  piece  of  brown  wrapping  paper  over 
this  and  trim  the  edges  neatly  at  the  sides  of  the  box. 

Each  player  must  have  four  button-molds  with 
which  to  make  his  moves.  Color  four  red,  four  yel- 
low, and  where  there  are  other  players  use  two  other 
colors,  being  careful  not  to  use  blue  as  the  squares  of 
the  game-board  are  some  of  them  blue  and  blue  but- 
ton-molds show  poorly  on  these. 


THE  JOLLY  BOOK  OF  PLAYCRAFT 


Take  the  small  box  that  you  wish  to  make  into  a 
counter  and  turn  it  over.  Draw  a  cross  over  its  bot- 
tom so  as  to  divide  this  into  four  equal  sections. 
Number  these  with  black  crayon  I,  2,  3.  Leave  one 
section  blank. 

Cut  a  hand  for  the  counter.  Use  a  bit  of  stout 
cardboard.  First  cut  a  narrow  strip  of  cardboard 
about  a  quarter  of  an  inch  wide.  Point  one  end. 


A 


B 


D 


Diagram  for  the  Game  of  Blue  Bird 

Cut  the  strip  less  than  half  the  half-width  of  your 
box  and  fasten  this  indicator-hand  at  the  center  of 
your  numbered  counter-box,  using  the  round  wire 
paper-shank  for  pivot. 

To  make  the  game-board,  first  draw  at  each  corner 
of  your  large  square  box  cover  a  square  four  inches 
in  size.  These  are  shown  A,  B,  C,  D  in  the  diagram. 

[188] 


THE  HAPPY  GAME  OF  BLUE  BIRD 


Join  the  inner  lines  of  these  to  make  a  cross  shown  in 
diagram. 

Next,  divide  each  end  square  into  sixteen  small 
squares  by  making  three  division  marks  on  the  sides 
of  squares  and  joining  points  horizontally  and  ver- 


H 


K 


Diagram  for  the  Game  of  Blue  Bird 

tically.  This  forms  the  squares.  Color  them  blue, 
alternating  one  white  square  with  one  blue  like 
checkers.  Draw  the  pictures  of  Blue  Birds  on  the 
inner  sections  where  you  see  them  in  the  picture  of 
my  game,  crossing  lines  similar  to  H,  J,  K,  L. 

How  TO  PLAY  THE  GAME  OF  BLUE  BIRD 

Play  in  turn.  Count  out  for  order  of  play.  Each 
player  has  four  similar  buttons  for  men. 

Only  one  man  may  be  entered  at  a  time  upon  a  count 
of  /  given  by  spinning  the  indicator-hand.  The 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

man  is  entered  at  the  corner  square  that  belongs 

to  that  player. 
Move  from  square  to  square  trying  to  put  your  man 

on  a  blue-bird  square. 
As  soon  as  a  man  has  been  placed  on  a  Blue  Bird 

square,   another  may  be  started  in  the  game. 

Only  one  man  may  be  entered  for  play  at  one 

time. 

Each  player  enters  his  men  at  the  corner  square  near- 
est him  and  must  place  one  man  before  starting 

another. 
The  first  to  place  all  his  men  upon  Blue  Birds  wins 

the  game. 

Such  little  things  make  Happiness — 

Such  little  things  make  play, 
That  you  should  be  a  happy  child 

Throughout  the  whole  long  day! 


[190] 


LITTLE  TOTS'  LETTER-BOX  GAME 

Material  Required  to  Make  the  Little  Tots'  Let- 
ter-Box Game:  a  shoe-box,  a  package  of  fancy  pos- 
tal-cards, as  many  empty  envelopes  as  are  given  one 
to  use.  There  should  be  about  forty  postals  and  en- 
velopes. 

A  counter  is  used  for  this  game.  It  may  be  any 
kind  you  wish  to  use  but  its  numbers  must  not  go 
higher  than  J.  A  spinning  counter  may  be  used  by 
older  children.  Others  may  perhaps  prefer  an 
easier  one  made  with  a  square  cardboard  box  to 
which  a  cardboard  hand  is  fastened  by  a  round-sided 
shank.  The  spinning  counter  is  made  with  a  small 
box  cover  divided  into  sections  and  numbered. 

Tools  Needed  to  Make  the  Little  Tots'  Letter- 
Box  Game:  scissors,  crayons. 

Letters?  Why  everybody  likes  to  have  them  and 
every  one  likes  to  send  them!  There  are  ever  and 
ever  so  many  picture  postal-cards  coming  by  the  post- 
man to  your  house  and,  after  these  have  been  kept  for 
sometime,  there  is  a  collection  that  nobody  knows 
what  to  do  with !  They  overflow  albums  and  boxes ! 
and  still,  picture-postals  keep  coming!  As  for  let- 
ters— why,  letters  come  every  time  the  postman 
whistles.  Six  times  out  of  ten,  the  envelopes  are 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

thrown  aside  and,  if  you  ask,  you  may  have  them. 
They  can  be  used  with  the  postals  in  making  a  Letter- 
Box  Game. 

First  of  all,  one  must  have  a  letter-box!  It  is  quite 
simple  to  make  one:  stand  a  shoe-box  on  end  and  cut 
a  mail-slit  on  the  part  of  the  box  that  was  the  bottom. 
In  the  picture  of  the  game,  you  will  see  the  shape  this 
should  be.  Mark  this  on  your  box  with  pencil  first. 
Then,  cut  it  at  each  side  and  across  its  lower  part, 
from  side  to  side.  Press  the  cardboard  inward,  after 
coloring  it  with  crayons. 

The  box,  if  you  like,  may  be  colored  too. 

How  TO  PLAY  THE  GAME  OF  LETTER-BOX 

Two  or  three  may  play  the  game. 

Divide  the  envelopes  and  postal-cards  evenly,  ten  to 
each  player  and  ten  in  a  central  pile.  Each 
should  have  the  same  number  of  postal-cards  as 
well  as  the  same  number  of  envelopes,  twenty 
postals  and  twenty  empty  envelopes  for  play- 
more,  if  possible,  dividing  all  evenly. — Where 
the  count  is  not  even,  place  extra  envelopes  or 
cards  in  the  center  pile. 

Play  is  made  in  turn.     Count  out  for  order  of  play. 

Spin  the  counter  and  do  as  it  directs,  if  you  can.     If 
you  cannot  follow  its  direction,  that  play  is  lost. 

7  on  the  counter  means,  you  receive  a  letter:  take  one 
from  the  center  pile. 

2  means  mall  a  letter:  put  one  of  yours  into  the  mail- 
box. 

[192] 


Little  Tots'  Letter-Box  Game,  a  Game  Made  from  a  Good-Sized  Oblong 
Box,  Played  with  a  Cardboard  Counter,  and  Plenty  of  Old  Envelopes 
and  Post-Cards. 


Santa  Clans'  Game,  Played  with  a  Big  Box  for  a  Chimney  and   Small 
Boxes  for  Santa  Claus'  Presents. 


LITTLE  TOTS'  LETTER-BOX  GAME 

J  on  the  counter  means  Take  all  that  have  been  placed 

in  the  box.     Your  mail  is  a  heavy  one,  I  hope! 
The  one  to  get  all  the  letters,  wins  the  gamel 

It's  fun  to  have  a  letter, 
When  the  postman's  at  the  door 

But,  if  you  make  this  little  game, 
You'll  have,  at  least  a  score! 


[193] 


SANTA  CLAUS'  GAME 

Material  Required  to  Make  Santa  Claus'  Game: 
a  Christmas-tree  Santa  Claus ;  a  box  large  enough  to 
make  a  chimney  (I  used  one  about  seven  inches 
square  and  nine  inches  high) ;  about  twenty  very 
very  small  boxes.  If  you  have  an  oblong  candy  box 
about  seven  inches  long,  it  will  make  a  sleigh  for 
Santa  Claus. 

The  game  is  played  with  the  help  of  a  counter. 
One  may  be  made  with  the  cover  or  lower  half  of  a 
box  three  or  four  inches  square.  A  round  wire 
paper-shank  is  needed  for  pivot  upon  which  the  in- 
dicator-hand of  the  counter  is  spun. 

Tools  Needed  to  Make  Santa  Claus'  Game: 
scissors,  pencils. 

WHO  said  Santa  Claus!  Why,  you  like  Santa 
Claus,  even  if  you  do  not  believe  in  his  reindeer! 
His  name  stands  for  jollity  and  all  the  fun  of  Christ- 
mas. A  Santa  Claus  Game  ought  to  be  a  gay  one,  I 
think !  Suppose  you  try  to  make  one  like  mine ! 

A  square  hat-box  cover  forms  the  roof  for  the 
chimney.  The  box  that  forms  the  chimney  is  marked 
off  all  the  way  around  with  lines  that  run  horizon- 
tally. These  are  then  divided  at  equal  intervals  with 


SANTA  CLAUS'  GAME 

vertical  lines  to  form  bricks.  The  work  may  be  done 
with  red  crayon.  Place  the  chimney  upon  the  roof 
and  put  your  Santa  Claus  beside  the  chimney. 

Now  for  the  little  boxes  that  are  "presents"! 
There  are  ever  so  many  shapes  and  sizes:  round, 
square,  oblong!  The  small  boxes  vary  in  size  from 
long  and  narrow  chocolate-peppermint  boxes  to  tiny 
pill  boxes.  If  you  haven't  enough  at  home  for  your 
game,  almost  any  druggist  will  fill  your  hands  full  of 
empty  ones  and  charge  you  so  little  that  you  feel  sure 
he  couldn't  have  known  that  you  intended  them  for 
CHRISTMAS  PRESENTS! 

Place  these  boxes,  packed  nicely,  in  Santa  Claus' 
sleigh.  The  sleigh  is  merely  an  oblong  candy-box 
which  is  made  to  stand  on  its  cover's  rims.  Both 
end  rims  of  the  cover  are  removed  and  the  side  rims 
are  pointed  behind  to  make  runners.  The  bit  of  end 
that  is  between  these  at  the  top  of  the  cover,  may  be 
cut  off.  There  is  the  sleigh  when  the  lower  half  of 
the  box  is  mounted  on  the  runners! 

And  now  comes  more  fun!  Two  of  you  may  start 
the  game  and  each  must  have  pencil  and  paper. 

There  must  be  a  counter,  of  course,  one  made  from 
the  half  of  a  square  cardboard  box  about  three  inches 
in  size.  You  may  have  made  one  for  another  game. 
In  this  case,  it  will  be  all  ready.  Three  numbers  are 
used,  I,  2,  3.  The  number  4,  if  on  your  counter, 
does  not  count.  Nothing  above  3  is  a  count. 

Should  you  need  to  make  this  counter,  draw  with 
crayon  from  corner  to  corner  diagonally  across  the 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

surface  of  the  box.  Number  sections  /,  2,  3.  Cut 
a  cardboard  indicator-hand  and  fasten  it  at  the  center 
of  the  box  with  a  round  wire  shank.  The  hand 
must  turn  so  easily  that  it  will  spin  around  at  least 
twice  swiftly. 

Begin! — Each  player  has   pencil   and   plenty  of 
paper  from  two  or  three  sheets  of  pad. 

How  TO  PLAY  SANTA  CLAUS'  GAME 

Two  may  play.     Count  out  for  beginner. 

The  play  consists  of  spinning  the  hand  of  the  counter 
and  taking  from  Santa  Claus'  Sleigh  as  many 
boxes  as  this  permits. 

When  all  boxes  have  been  divided  thus  between  play- 
ers, each  takes  his  pencil  and  writes  upon  a  slip 
of  paper  the  name  of  something  that  might  be 
given  as  a  Christmas  present.  The  papers 
should  be  about  two -inches  in  size  and  should 
be  folded  to  go  inside  the  boxes.  As  soon  as  a 
player  has  placed  the  name  of  a  gift  in  a  little 
box,  he  drops  it  down  Santa  Claus'  chimney. 
When  both  players  have  finished,  the  chimney  is 
emptied  in  a  general  pile  of  "presents"  which 
nobody  is  permitted  to  touch  except  to  number 
lightly  with  pencil  I,  2,  3.  (Never  use  but  one 
number  to  a  box.) 

And  now  to  see  what  is  coming  to. one!  The  play  is 
started  again,  players  in  turn  spinning  the  coun- 
ter. If  its  hand  gives  7,  a  small  box  numbered 
I  may  be  taken ;  if  2,  a  box  numbered  2  is  taken ; 


SANTA  CLAUS'  GAME 

if  J,  a  box  numbered  3  is  chosen.  Any  choice 
may  be  made.  Where  no  boxes  are  numbered  to 
correspond  with  the  count,  that  play  is  forfeited. 
Do  not  open  your  boxes  1  At  the  end  of  play,  players 
read  the  names  of  the  gifts  they  have  received 
and  each  time  write  on  their  paper  the  number 
of  letters  in  the  word  or  words.  These  are 
added  in  a  sum  and  the  player  whose  count  is 
largest  wins  the  game. 

If  I  were  Santa  Claus,  I  tell  you  what  I'd  do: 

I'd  never  give  to  naughty  boys  or  naughty  girls —    Would  you? 

For  every  little  poor  child,  I'd  have  a  Christmas  tree 

And  each  should  have  a  party  dress  and  come  to  play  with  me! 


[197] 


THE  JOLLY  GAME  OF  ZOO 

Material  Required  to  Make  the  Game  of  Zoo: 
two  boxes  such  as  are  used  for  packing  large-sized 
correspondence-cards.  These  make  two  elephants 
and  two  hippos;  the  two  parts  of  a  blacking-box  or 
similar  box  with  cover,  for  two  giraffes ;  two  small 
sample  candy-boxes  for  lions  and  two  others  for 
tigers;  two  boxes  with  rims  about  four  inches  deep 
and  about  four  inches  long  may  be  made  into  camels. 
You  should  have  two  cages  made  from  shoe-boxes. 
Score  is  kept  with  a  cupful  of  white  beans  for 
"money." 

For  play,  a  counter,  made  from  a  small  box  about 
four  inches  square,  will  be  needed.  You  have  seen 
just  such  a  counter  in  other  pictures  of  this  book.  It 
must  be  divided  into  four  equal  sections  and  each 
section  must  be  numbered  1 ,  2,  3,  4.  An  indicator- 
hand  must  be  cut  from  heavy  cardboard  for  this 
counter.  It  spins  upon  a  round  wire  shank  as  a  pivot. 

Tools  Needed  to  Make  the  Game  of  Zoo :  crayons, 
scissors. 

Wild  animals  are  the  jolliest  kind  of  play  that  I 
know  anything  about.  They  never  bite  and  they 
never  scratch — at  least  mine  never  dol  How  could 


The   Animals    for  the   Zoo   Game. 


The  Zoo  When  It  Is  Completed. 


THE  JOLLY  GAME  OF  ZOO 

they  when  they  are  just  made  from  cardboard  boxes? 
You  may  make  animals  like  these  and  play  a  game  of 
Zoo  with  them.  Really,  you  may  use  almost  any 
box  that  has  deep  sides. 

My  elephant  is  made  from  the  upper  part  of  a 
large  correspondence-card  box.  The  hippo  was 
made  from  the  lower  half  of  the  same  box  so,  maybe, 
I'd  better  begin  with  him,  though  I  do  think  that  ele- 
phants are  more  interesting!  To  make  the  hippo- 
potamus, I  turned  over  the  lower  half  of  the  corre- 
spondence-card box  to  bring  the  top  at  the  bottom. 
Next,  I  went  to  my  large  dictionary  which  has  pic- 
tures of  animals,  as  all  dictionaries  should  have,  and 
I  looked  to  see  what  sort  of  a  head  Mr.  Hippo  has. 
Then,  with  pencil,  I  drew  a  hippo's  head  on  a  thin 
piece  of  box  cover.  I  tried  to  make  the  head  fit  the 
size  of  box  that  I  intended  to  use  for  my  hippo's 
body. 

When  the  head  was  drawn,  I  cut  it  out  with  scissors 
and  colored  it  on  both  sides  with  crayons.  The  hip- 
popotamus should  be  a  grayish  black.  My  elephant 
— dear  beastie — was  blackish  gray.  The  lion  was 
brown.  The  giraffe  orange  with  brown  spots.  The 
tiger  was  yellow  and  black. 

I  cut  the  lower  half  of  my  correspondence-card 
box  at  each  corner  of  the  rim  making  stubby  legs  and 
I  removed  the  cardboard  of  the  box  rim  that  was  be- 
tween them,  snipping  evenly  with  my  scissors.  Then, 
at  one  end  of  the  box,  I  made  a  slit  in  the  cardboard 
top  and  slipped  the  neck  of  the  hippopotamus  down 

[199] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

through  the  slit.  I  added  a  straight  bit  of  cardboard 
tail  to  the  other  end  of  the  body  in  the  same  way. 

Really,  the  elephant  was  made  in  much  the  same 
way.  First,  I  drew  his  head,  colored  it,  cut  it  out, 
and  colored  the  other  side.  Then  I  cut  his  pillar- 
like  legs,  making  his  body.  THEN,  I  cut  a  slit 
lengthwise  in  the  front  top  of  the  body  and  slipped 
the  neck  down  into  it.  I  cut  another  slit  at  the  rear 
for  the  tail  and  put  it  into  place.  Then,  I  colored 
my  elephant's  body,  too,  of  course. 

My  camel — it  is  a  camel  because  a  dromedary  has 
only  one  hump — was  cut  from  a  deep  box  that  was 
about  three  inches  and  a  half  long.  I  cut  his  legs 
thin  and  cornered  as  I  cut  my  other  animals'  legs — 
but  the  camel's  were  longer  and  thinner.  The 
humps  were  pressed  into  a  slit  at  the  top  of  the  box 
after  they  had  been  drawn  and  cut  out  and  colored. 
(My  camel  was  a  sandy  brown  color.) 

Be  very  careful  when  you  place  your  camel's  head, 
to  put  it  in  a  slit  that  is  made  in  the  forward  box  rim 
and  not  at  the  top  of  the  box!  You  see,  Camel  has 
such  a  curving  proud  neck  that  this  has  to  be  done — 
AND,  if  you  didn't  do  it,  the  slit  for  Camel's  neck 
would  probably  be  the  death  of  your  cardboard  beast 
when  you  made  the  slit  for  his  hump.  He'd  prob- 
ably tear  right  through  his  top — and  you'd  have  no 
camel  at  all!  The  tail  is  easy.  Cut  it  and  slip  it  in 
the  back  of  the  box. 

My  lion  came  from  half  a  sample-sized  candy  box 
— the  kind  that  is  sold  for  ten  cents.  He  was  quickly 

[200] 


THE  JOLLY  GAME  OF  ZOO 

made — merely  legs  cut  from  the  lower  half  of  the 
box-rim,  head  drawn  and  colored  with  a  heavy  mane, 
tail  cut  and  colored  both  sides,  then  slipped  as  the 
head  was  slipped,  into  the  proper  slit  made  for  it  at 
the  top  of  the  box  body.  And  there  was  Mr.  Lion! 
No  fuss,  no  glue — just  FUN! 

My  giraffe  was  made  from  the  lower  half  of  a 
blacking-box.  His  front  legs  were  longer  than  his 
rear  ones.  His  head  had  a  long  long  neck  and  his 
tail  was  short  and  thin  with  a  switch  at  the  end. 

Tiger  was  different.  His  legs  had  to  be  cut  so 
that  he  would  look  as  if  slinking  along.  I  cut  them 
just  from  one  box-rim  and  not  cornered.  They  had 
to  look  as  if  he  would  be  ready  any  minute  to  crouch 
for  prey.  If  you  look  at  the  picture  of  him  in  my 
Zoo,  you'll  see  what  I  mean. 

To  play  a  game  with,  these  animals,  there  should 
be  two  cages  cut  from  cardboard  shoe-boxes.  Turn  a 
shoe-box  on  its  side  and  cut  the  bars  on  the  part  of 
the  box  that  was  the  bottom.  Color  the  cages  black 
with  your  crayons. 

And  now  you  are  ready  to  play  the  game  of  Zoo. 
To  play  it,  you  must  have  at  least  five  animals. 

Place  the  animals  and  cages  on  the  table  or  on  the 
floor  where  you  want  to  play  and  you're  ready. 

How  TO  PLAY  THE  GAME  OF  Zoo 

Two  may  play  the  game.     Count  out  for  beginner. 

Play  is  made  in  turn. 

Number   each   animal:  elephant   or  elephants,    Q; 

[201] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

tiger  or  tigers  8;  lion  or  lions  7/  camel  or  camels 
6;  giraffe  or  giraffes  5/  hippo  or  hippos  4. 

A  player  spins  the  counter.  If  he  obtains  4,  he  can 
have  a  hippopotamus  for  his  Zoo.  Otherwise, 
score  is  kept  and  numbers  are  added  till  the 
proper  number  may  be  in  some  way  obtained 
from  several  plays.  (White  beans  may  be  used 
for  money,  the  counter  giving  one  just  so  many. 
In  this  case  score  with  paper  and  pencil  is  not 
needed.) 

When  a  player  has  three  animals,  he  must  try  for  a 
cage  which  is  12.  The  first  to  obtain  three  ani- 
mals and  a  cage  for  his  Zoo  is  winner  of  the 
jolly  Zoo  Game. 

I  never  would  have  guessed — would  you—- 
That one  might  really  make  a  Zoo 
AND  animals  that  make  one  laugh, 
By  cutting  boxes — just  a  half ! 
(My  elephant  may  seem  quite  flat — 
He's  not  responsible  for  that!) 


[202] 


THE  GAME  OF  SCRABBLE 

Material  Required  to  Make  the  Game  of  Scrabble : 
a  small  shallow  box  cover  with  rims  not  more  than 
a  quarter  of  an  inch  high,  two  long  pencils,  six  flat 
white  buttons  and  six  flat  black  buttons. 

The  Game  of  Scrabble  is  played  by  two  players 
upon  a  long  table  that  is  covered  with  a  thick  cloth. 

Place  the  small  shallow  box  cover  that  you  wish  to 
use  for  play  at  one  end  of  the  table  opposite  the  start- 
ing place  at  the  other  end.  All  buttons,  both  black 
and  white,  are  put  in  a  row  at  the  starting  place. 

At  a  given  signal,  each  player  starts  his  buttons; 
one  at  a  time,  toward  the  goal  using  nothing  but  the 
rubber  end  of  his  pencil  to  guide  them. 

Any  button  that  falls  off  the  table  must  be  started 
at  the  beginning  again  when  picked  up  from  the  floor. 

By  pressing  the  rim  of  buttons  hard  with  the  rub- 
ber end  of  the  pencil,  buttons  may  be  made  to  hop 
up  and  into  the  shallow  box  cover  at  the  goal. 

The  first  to  get  his  six  buttons  into  the  goal  wins. 

Play  is  not  made  in  turn.  It  is  as  rapid  as  can  be. 
No  player  may  touch  his  button  with  fingers  unless 
taking  it  from  the  floor  where  it  has  rolled. 

More  than  two  players  may  play,  if  sufficient  but- 
tons may  be  found.  If  a  bit  of  colored  thread  is 

[203] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

sewed  in  the  holes  of  buttons,  this  will  be  a  good  way 
to  distinguish  them  when  more  than  two  play. 

Some  pencils  and  some  buttons,        , 

A  little  box,  just  see ! — 
But  they  will  make  a  jolly  game 

And  fun  for  you  and  me! 


[204] 


THE  FUNNY  BROWNIE  GAME 

Material  Required  to  Make  the  Funny  Brownie 
Game:  some  twigs,  some  horse-chestnuts,  a  cardboard 
box  of  almost  any  size. 

Tools  Needed  to  Construct  the  Funny  Brownie 
Game:  a  pocket-knife. 

Did  you  ever  see  a  Brownie?  I  have.  I  see  ever 
so  many  brownies  every  autumn  at  nut  time.  I  see 
them  under  the  horse-chestnut  trees  in  October. 
They  look  very  like  horse-chestnuts ! 

You  may  make  horse-chestnut  brownies  yourself. 
You  may  even  play  a  game  with  them  out-of-doors  in 
the  sunlight.  The  brownies  are  always  easy  to  make 
and  the  game  may  be  put  together  in  a  few  moments. 
First,  make  the  brownies:  you  may  have  from  one  to 
three  or  four  of  them  in  your  game.  If  you  use  one 
brownie  to  play  with,  you  will  need  but  a  small  card- 
board box  for  him  to  stand  upon.  This,  alone,  will 
form  the  game.  If  you  prefer,  however,  you  may  use 
a  larger  box  with  as  many  as  four  placed  in  a  row 
upon  it. 

The  brownies  are  made  this  way:  take  your  pocket- 
knife  and  outline  a  face  with  its  blade  upon  a  horse- 
chestnut.  Make  a  small  hole  where  the  neck  of  the 
brownie  should  come. 

[205] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Take  a  small  twig  and  press  this  into  the  hole. 
Then,  take  another  nut  and  make  a  hole  in  its  top. 
Press  the  stick  with  the  face-nut  into  this  other  chest- 
nut. 

At  each  side,  make  a  hole  upon  the  second  nut  that 
forms  the  brownie's  body.  Place  small  twigs  in  each 
hole  to  form  arms.  Make  legs  in  the  same  way. 

Take  your  cardboard  box  and  press  the  feet  of  the 
brownie  firmly  into  the  cardboard  so  that  he  stands 
upright.  If  you  make  a  row  of  brownies  for  your 
game,  place  these  in  the  same  way  upon  a  cardboard 
box,  putting  them  all  in  a  row. 

Now  for  the  game  which  is  a  simple  one!  Here 
are  its  rules. 

How  TO  PLAY  THE  BROWNIE  GAME 

Each  player  gathers  ten  horse-chestnuts. 

Place  the  brownie  on  the  garden  walk  ten  feet  away 

from  players.     The  game  consists  in  trying  to 

hit  him. 

Play  is  made  in  turn.     Count  out  for  beginner. 
If  you  hit  the  brownie  with  a  horse-chestnut,  this 

counts  /. 

If  you  knock  the  brownie  down,  it  counts  2. 
The  first  to  hit  the  brownie  to  make  a  score  of  ten 

wins. 

Did  you  ever  see  a  Brownie, 

A  funny  fairy  sprite, 
Behind  the  red-gold  autumn  leaves 

A-hiding  out  of  sight? 

[206] 


The   Funny  Brownie   Game   Made   with   a   Cardboard    Box   and    Some 

Horse-Chestnuts. 


Roly-Poly,  a  Game  Made  with  Three  Box  Covers  and  Played  with  Three 
or  Four  Large  Round  Beads. 


THE  FUNNY  BROWNIE  GAME 

Oh,  maybe,  if  you  haven't 

You  can  guess  how  he  might  look 

If  you  have  made  The  Brownie  Game 
Here  in  your  Playcraft  Book! 


[207] 


THE  GAME  OF  ROLY-POLY 

Material  Required  to  Make  the  Game  of  Roly- 
Poly:  a  large  box  cover,  a  medium  sized  box  cover 
and  a  little  tiny  box  cover — also  three  big  kindergar- 
ten beads  of  any  color  you  choose. 

Tools  Needed  to  Construct  the  Roly-Poly  Game 
scissors  and  some  paste. 

Roly-Poly  is  a  game  you  -can  play  all  by  yourself 
Yes!  Isn't  that  funny?  Did  you  ever  hear  of  i 
game  that  anybody  could  play  by  himself?  Well,  il 
you  haven't,  this  is  one! 

The  object  of  the  game  is  to  see  if  you  can  roll  three 
round  big  beads  into  their  home.  It  isn't  as  easy  as  i 
may  seem.  Can  you  do  it? 

Take  a  large  box  cover  about  the  size  of  a  hat-box 
Place  within  its  rim  the  cover  of  a  letter-paper  box 
Cut  four  openings  in  the  rims  of  the  letter-paper  bo: 
cover  as  you  see  those  in  the  picture.  Paste  or  glu- 
this  cut  cover  at  the  center  of  your  hat-box  cover  af  te 
removing  the  cardboard  that  is  at  each  opening  yoi 
have  cut. 

Next,  find  some  very  small  box  cover  about  thre 
inches  square.  Cut  two  openings  in  its  rims,  one  op 
posite  the  other.  Turn  this  over  to  rest  upon  its  rimi 


THE  GAME  OF  ROLY-POLY 

and  glue  it  firmly  at  the  center  of  the  letter-paper  box 
cover. 

Find  three  big  round  beads  or  three  very  small 
marbles.  Place  these  in  the  outside  hat-box  part  of 
your  game-board.  Now,  by  tipping  the  box  and 
holding  it  in  two  hands,  see  if  you  can  get  three  big 
round  beads  to  go  into  "home"  at  the  center  of  the 
game-board.  It  will  take  patience,  and  it  will  be  fun 
to  see  if  you  CAN  do  it. 

After  you  have  used  three  big  beads,  try  it  again 
with  four  and  then  with  five.  Can  you  win  with  five 
beads  ?  Try  it  and  see  I 

Now,  isn't  that  a  game  you  can  play  all  by  yourself? 

One  time  it  was  a  Lonesome  Day — 
For  I  had  "nobody  to  play": 
My  Daddy  wasn't  home  at  all, 
My  Mother  had  gone  out  to  call, 
My  brother,  he  was  off  somewhere, 
My  sister  she  was  with  him  there — 
It  was  a  very  Lonesome  Day 
Until  I  found  this  game  to  play! 


[209] 


THE  GAME  OF  CLOCK 

Material  Required  for  Making  the  Game  of 
Clock:  a  cardboard  handkerchief  box  at  least  eight 
inches  square  to  make  the  game-board  which  is  the 
clock  face;  a  strip  of  cardboard  to  cut  into  clock- 
hands;  a  paper-shank  which  has  rounded  prongs  for 
pivot  upon  which  the  clock-hands  revolve. 

For  counter,  some  small  round  or  square  box  is 
needed.  This  should  be  three  inches  across  the  top. 
An  inch  or  two  of  cardboard  is  sufficient  for  the  indi- 
cator and  a  rounded  paper-shank  forms  the  pivot 
upon  which  the  indicator  revolves. 

Tools  Needed  to  Make  the  Game  of  Clock: 
ruler,  scissors,  a  black  crayon,  a  compass. 

When  Mother  Goose's  mouse  ran  up  the  clock  and 
the  clock  struck  one,  maybe  it  was  some  sort  of  a  game 
between  the  two.  At  any  rate,  there  was  an  end  to  it 
when  the  clock  struck,  and  I  don't  see  why  it  should 
not  have  had  the  best  of  the  mouse.  Maybe  you,  too, 
would  like  to  play  a  Clock  Game.  It  may  be  the 
very  one  referred  to  in  the  rhyme — though  I  think, 
myself,  it  is  a  bit  more  recent.  You  may  have  your 
own  opinion,  however,  and  make  the  game.  You 
will  need  some  small  square  box  that  is  rather  shallow. 
The  box  should  be  at  least  eight  inches  square. 

[210] 


THE  GAME  OF  CLOCK 

Find  the  other  material  required:  cardboard,  cray- 
ons, paper-shank  (or  a  stout  pin  if  you  have  no  paper- 
shank),  scissors,  a  ruler,  and  a  compass. 

Turn  your  square  handkerchief  box  over  and  draw 
upon  the  side  that  was  the  bottom  of  the  box.  This 
side  will  be  clean  and  without  printing.  If  it  is  not,  a 
piece  of  white  paper  may  be  carefully  pasted  over 

A 


Diagram  for  the  Game  of  Clock 

the  print  so  that  it  covers  the  bottom  of  the  box  neatly. 
Trim  all  edges  evenly,  if  need  be  and  let  this  paper 
dry  before  you  begin  your  work  of  mapping  out  the 
clock  face  of  your  game-board. 

Take  your  compass  and  with  i't  gage  and  draw  a 
circle  that  fits  the  space  of  your  square.  Where  no 
compass  is  handy,  a  small  plate  will  give  you  a  circle. 

[211] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

Place  it  upon  the  box  and  draw  around  the  rim  with 
crayon. 

Next,  you  will  need  to  divide  your  circle.  First, 
draw  a  horizontal  diameter  and  next  a  vertical  one 
crossing  this  at  the  center  of  the  game-board.  Your 
drawing  of  both  these  must  be  very  light  and  must  be 
made  with  pencil  so  that  the  lines  may  be  rubbed  out 
easily. 

Measure  the  distance  between  the  quarters  of  your 
circle.  Divide  the  distance  into  three  parts.  If  you 
wish  to  do  this  easily,  cut  a  strip  of  thin  pad  paper 
about  eight  inches  long  and  a  half  inch  wide. 
Measure  on  it  the  distance  from  A  to  B  as  shown  by 
the  dotted  line  in  the  diagram.  When  you  have  this, 
fold  your  paper  into  thirds.  Where  the  folds  come 
will  be  about  the  spacing  of  your  numerals  for  the 
game-board.  Measure  this  about  the  outer  rim  of 
your  circle  and  indicate  spaces  lightly  with  pencil  so 
that  you  will  know  where  the  numbers  should  be 
put. 

When  this  is  done,  take  your  black  crayon  and  mark 
the  clock  numbers  where  they  belong.  Before  you 
begin,  examine  the  picture  of  the  game  carefully,  so 
as  to  see  how  the  figures  should  slant. 

Cut  the  two  clock-hands,  after  this.  One  should 
be  longer  than  the  other.  The  minute-hand  must 
be  at  least  an  inch  the  longer.  To  make  the  hands, 
cut  a  strip  of  cardboard  a  half  inch  wide  and  six  or 
seven  inches  long.  Point  both  ends  and  cut  from  this 
your  hour-hand  and  minute-hand.  If  either  is  too 

[212] 


THE  GAME  OF  CLOCK 


long  to  fit  your  clock  face,  a  judicious  snip  with  scis- 
sors will  set  matters  right. 

Place  the  hands  at  the  center  of  the  game-board 
and  run  the  rounded  paper-shank  or  a  strong  pin 
down  through  them.  See  that  the  hands  move 
around  on  this  easily  when  you  bend  back  the  prongs 
of  the  paper-shank  or  the  end  of  the  pin,  which  should 


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Diagram  for  the  Game  of  Clock 

be  inside  your  closed  box.  Then  the  game-board  is 
finished. 

Now  for  the  counter!  Find  a  box  such  as  you  wish 
to  use — it  may  be  either  round,  square,  or  oblong; 
though  a  square  one  is,  perhaps,  best.  Divide  your 
box,  as  you  did  the  game-board,  turning  it  over  first 
to  work  upon  its  bottom  where  the  surface  is  clear  of 
print.  Make  a  horizontal  line,  and  a  vertical  one, 
and  draw  from  corner  to  corner. 

Number  spaces  I,  2, 3,  4,  5,  6f  7,  and  O.    Make  a 

[213] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

short  hand  as  you  made  the  hand  for  your  game- 
board.  This  is  to  be  twirled  to  give  the  count  for 
each  player's  move,  and  it  should  move  very  easily  on 
a  pin  pivot  or  a  peg-like  rounded  paper-shank  as  the 
clock-hands  of  the  game  revolve  loosely. 

And  now  your  game  is  finished  1  It  did  not  take 
much  time  to  make  it !  Hurrah ! 

Who,  who  is  going  to  win,  I  wonder? 

How  TO  PLAY  THE  GAME  OF  CLOCK 

Place  the  clock-hands  at  12.30. 

Two  or  three  players  may  play. 

Count  out  for  order  of  play. 

The  game  is  played  by  moving  first  the  long  and  then 
the  short  clock-hand  at  one  turn. 

To  make  a  play,  spin  the  indicator  on  the  counter. 

Take  the  number  it  shows  when  it  stops  and  double 
this  for  your  count. 

The  object  of  the  game  is  to  make  the  sum  of  twenty- 
four  hours  or  over. 

To  make  an  hour  number,  you  may  divide  your  turn 
count  in  any  way  you  wish  between  the  hands. 

Both  hands  must  be  moved  in  every  play  unless  count 
is  zero. 

You  may  distribute  your  count  between  the  two  hands 
in  any  way  you  choose,  moving  one  at  a  time  to- 
ward the  right. 

Each  hand  is  moved  from  number  to  number. 

Whenever  you  are  able  to  pass  by  an  hour,  its  number 
is  reckoned  in  your  score. 


The  Game  of  Clock,   Made  from  a  Flat  Cardboard  Box  with  a  Box- 
Counter. 


The  Game  of  Pin-Peg  Made  from  a  Florist  Box  and  Played  with 

Brass  Rings. 


THE  GAME  OF  CLOCK 

The  first  to  make  twenty-four  or  more  wins. 
Remember  the  hour-hand  and  the  minute-hand  in 

your  play — the  long  hand  must  always  be  at  12  to 

make  an  hour. 

Hickory,  dickory,  dock; 

I  made  a  game  of  Clock, 
I  had  lots  of  fun 

When  I  played  it  and  won — 
Hickory,  dickory,  dock! 


THE  GAME  OF  PIN-PEG 


Material  Required  for  Making  the  Game  of  Pin- 
Peg:  the  lower  half  of  a  florist  box  at  least  twenty- 
four  inches  long,  ten  pins,  ten  small  brass  rings  a 
half-inch  in  diameter. 

For  counter,  any  small  oblong,  round,  or  square 
box  will  answer  when  furnished  with  an  indicator- 
hand  cut  from  cardboard  and  a  pin  or  round- 
pronged  paper-shank  to*  act  as  its  pivot. 

Tools  Needed  to  Make  the  Game  of  Pin-Peg:  a 

colored  crayon  of  some  kind,  a  ruler. 

Pin-Peg  is  a  very  easy  game  to  make.  It  is  quickly 
done.  Measure  the  end  of  your  box,  and  when  you 
have  found  its  width,  make  a  square  at  each  end  of 
the  box  this  size. 


A 


B 


0 


A  B 

Diagram  for  the  Game  of  Pin-Peg 

[216] 


THE  GAME  OF  PIN-PEG 

Next,  draw  the  line  A-G  and  the  line  B-D.  These 
divide  your  end  squares  into  triangular  halves. 
Color  each  half  that  comes  at  the  end  of  the  box. 

Take  your  ruler — a  good  school  ruler  that  is  wide 
and  flat. — Place  this  lengthwise  along  the  long  side 
of  the  box  rim  between  the  two  squares.  Draw  a  line 
where  the  ruler  ends  toward  the  center  of  the  box. 
Repeat  this  next  to  the  lower  box  rim.  This  should 
give  you  the  line  E-E  and  the  line  F-F. 


H 


G  H 

Diagram  for  the  Game  of  Pin-Peg 


By  laying  your  ruler  horizontally,  first  at  one  end 
next  to  the  inner  side  of  one  square  as  G-G  and  H-H, 
alternating  from  side  to  side  eight  times,  make  the 
lines  between  A- A  and  B-B  that  are  vertical.  Thus, 
the  inner  part  of  your  box  cover  game-board  will  be 
divided  into  squares. 

Color  these  with  your  crayon  as  the  small  crosses 
show  in  the  diagram. 

Place  a  pin  in  the  center  of  each  colored  square. 
The  pins  must  be  strong  ones  and  must  be  made  to 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

stand  firm  and  upright.  That  is  all  there  is  to  the 
making  of  your  game-board! 

Now,  for  a  counter!  Any  small  round,  or  square, 
or  oblong  box,  if  not  too  long,  will  answer.  Draw 
it  with  ruler  and  crayon  so  that  it  is  divided  into  four 
sections.  The  base  of  the  box  is  always  clear  of  print 
so  it  is  better  to  use  this  than  the  top.  Number  each 
section  7,  2,  J,  and  4* 

Cut  a  small  cardboard  indicator-hand  from  a  bit 
of  old  box-rim  and  have  it  fit  the  box  you  use,  its 
point  being  at  least  a  quarter  of  an  inch  from  the  edge 
of  the  box.  Use  for  the  counter's  indicator,  a  pivot 
made  from  a  pin  or,  better  still,  a  small  round- 
pronged  paper-shank  with  ends  bent  back  inside  the 
counter-box.  The  indicator-hand  may  be  made  to 
revolve  easily  by  having  its  hole  wide  and  loose. 

How  TO  PLAY  THE  GAME  OF  PIN-PEG 

Count  out  to  see  who  will  begin  the  game. 

Two  players  may  play. 

Divide  the  ten  rings  so  that  each  player  has  five. 

Each  player  places  his  rings  on  the  colored  triangle 
at  his  own  end  of  the  game-board,  each  taking 
opposite  ends  of  the  box. 

The  object  of  the  game  is  for  a  player  to  get  his  five 
rings  placed  upon  the  five  colored  pin-peg 
squares  that  are  next  to  his  end  of  the  box  game- 
board. 

Only  one  ring  may  be  moved  out  upon  the  squares  at 
a  time  and  it  must  be  placed  before  another  may 


THE  GAME  OF  PIN-PEG 

be  taken  out  on  the  squares.  It  may,  however,  be 
moved  out  on  the  uncolored  triangle  upon  the 
proper  count,  if  that  occurs. 

You  may  never  pass  over  a  square  where  a  ring  has 
been  placed. 

Be  careful  not  to  close  yourself  in  by  filling  the  first 
squares  at  the  start. 

Move  from  square  to  square  directly,  never  across 
corners. 

To  move  a  ring  out  on  the  uncolored  triangle  to  start, 
one  must  turn  /  upon  the  counter. 

After  this,  a  player  must  always  try  to  get  his  ring  in 
a  move  upon  a  pin-peg  square.  The  first  to  fill 
the  five  pin-peg  squares  of  his  own  wins.  If  he 
cannot  use  the  count  that  comes  to  him  in  play 
moving  the  same  number  of  spaces  directed,  he 
forfeits  his  play.  No  moving  backward  and  for- 
ward again  over  the  same  ground  is  permitted. 

Ring-around  a  Rosie 

May  be  a  happy  game, 
But  I  have  made  another 

And  Pin-Peg  is  its  name: 
I  made  it  with  a  crayon — 

And  with  a  ruler,  too; 
It  really  was  quite  easy 

And  lots  of  fun  to  do. 
The  first  time  that  we  played  it — 

I  played  with  Brother  Paul 
And  Paul — well,  he  was  winner; 

I  couldn't  win  at  all! 

[219] 


THE  GAME  OF  BOX  TOWN 

Material  Required  to  Make  the  Game  of  Box 
Town:  one  long  box  cover  about  twenty  inches  in  size 
— oblong  or  round,  or  square — also  about  nine  or  ten 
tiny  boxes  such  as  jewelers  and  druggists  use. 

A  small  box  counter  is  required  for  playing  the 
game.  Very  small  black  and  white  glove-buttons  or 
small  button-molds  may  be  used  for  men  to  play  the 
game.  Should  you  prefer,  birthday-cake  dolls  can 
be  used  placed  upon  plasticine  standards. 

Tools  Needed  to  Make  the  Game  of  Box  Town: 
crayons  and  mucilage. 

Little  Box  Town  is  a  very  real  little  village. 
There  are  cottages,  and  residences,  and  there  are  a 
church,  and  a  store,  and  a  livery-stable.  All  of  them 
are  made  by  marking  very  small  boxes  with  black 
crayon.  You  would  never  think  that  a  village  could 
be  made  like  this  but  it  is  easy  to  make  one. 

The  little  boxes  that  you  use  for  the  work  may  be 
collected — square,  oblong,  any  shape  except  round. 
Stand  the  box  up  and  draw  windows  and  doors  on  its 
sides.  The  top  of  each  box  may  be  colored  with  red 
or  brown  crayon  to  represent  a  roof.  Little  green 
vines  may  be  made  to  cover  the  cottage  fronts.  This 

[220] 


THE  GAME  OF  BOX  TOWN 

is  done  by  using  green  crayon,  of  course.  All  the  lit- 
tle buildings  may  be  placed  upon  a  large  box  cover 
and  with  them  you  may  make  the  game. 

Your  largest  box  should  be  the  church  or  store. 
The  church  has  a  steeple  that  is  made  by  poking  a 
pencil-end  through  the  top  side  of  the  box  you  have 
drawn  upon.  The  point  should  be  upward  to  form  a 
spire.  Fold  a  narrow  piece  of  cardboard  that  is  cut 
somewhat  longer  than  the  length  of  your  church 
building.  Cut  a  hole  for  the  spire  to  run  through  and 
place  this  over  the  top  to  form  a  roof. 

The  store  should  have  two  large  display  windows 
drawn  upon  its  front. 

The  hotel  and  livery  stable  should  be  marked  out 
in  proper  manner  also.  All  little  buildings  should 
be  named:  you  may  call  them  the  church,  the  store, 
the  hotel,  the  parsonage,  the  livery  stable,  Mrs. 
Brown's  home,  Mrs.  Jones'  house,  Cousin  Binkie's, 
the  washwoman's  cottage,  and  so  on. 

To  make  the  game,  place  all  little  buildings  around 
the  side  of  your  large  box.  If  you  look  at  the  picture, 
you  will  see  exactly  how  near  the  edge  of  the  box 
cover  they  should  go. 

Take  your  black  crayon,  now,  and  draw  a  road  that 
leads  into  the  village  at  one  end  of  the  box.  You 
will  see  this  at  the  right  of  the  picture  where  I  have 
placed  the  two  big  beads. 

After  this,  draw  similar  roads  leading  from  each 
little  box-building  to  join  a  center  road  that  goes 
about  a  village  green.  Color  the  roads  light  brown 

[221] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

and  the  rest  of  the  box-top  color  green.  Glue  each 
building  in  place  carefully  so  that  it  opens  directly 
on  its  own  private  roadway  entrance. 

You  will  need  a  counter  to  use  in  playing  the  game. 
It  is  made  with  a  small  square  box  upon  which  di- 
visions have  been  marked  off  with  black  crayon. 
Draw  across  the  box  from  corner  to  corner,  and  from 
center  of  one  side  to  center  of  the  opposite  one. 
Number  each  section  in  series  up  to  seven  and  place 
zero  on  the  eighth  section.  Numbers  cut  from  a 
calendar-pad  may  be  used  by  cutting  them  out  square 
and  mounting  them  on  each  section. 

A  cardboard  indicator-hand  should  be  cut  from 
heavy  box  cover  and  made  to  fit  the  size  of  box  you 
use.  Fasten  it  at  its  square  end  by  running  a  round- 
sided  paper-shank  through  it  down  into  the  counter- 
box  exactly  at  the  center.  Be  sure  that  the  counter- 
hand  revolves  easily  on  this  pivot. 

Small  buttons  are  used  in  playing  the  game.  But- 
ton-molds that  are  small  may  be  used  also — or,  maybe, 
you  may  like  large  rounded  kindergarten  beads. 
Each  player's  figure  must  be  of  a  different  color  so 
that  each  may  readily  be  distinguished. 

The  game  is  a  real  little  "trip  to  town"  with  many 
calls  and  errands  to  be  made.  One  must  go  to  call 
on  Cousin  Binkie;  one  must  go  to  the  store,  one  must 
call  on  the  washwoman  to  engage  her  for  work,  one 
must  stop  at  the  parsonage.  All  your  little  buildings, 
you  see,  must  be  very  clearly  defined  by  name. 

Start  for  the  game  is  made  at  the  corner  where  the 

[222] 


THE  GAME  OF  BOX  TOWN 

road  leads  into  the  village.  You  must  have  the  count 
of  one  turned  on  the  counter  before  you  can  place  a 
man  at  the  beginning  of  the  game  where  you  see  the 
bead  in  the  picture.  Each  road-opening  counts  as 
one  from  where  you  are.  As  the  buildings  are  placed 
in  my  game,  if  you  should  turn  three  from  the  start, 
you  would  go  directly  to  the  parsonage  to  make  your 
call  and  pass  right  by  the  washerwoman's  log-cabin. 
You  would  have  to  go  on  around  the  village  till  you 
were  able  to  turn  into  the  proper  places — those 
named.  When  you  "turn  in"  leave  your  button  at  the 
entrance  near  the  little  building. 

The  first  to  do  all  errands  in  Little  Box  Town  may 
go  "home"  and  out  of  the  game,  provided  he  can  have 
the  exact  count  to  carry  him  out.  Otherwise,  he  goes 
around  AND  AROUND  the  village  green,  stop- 
ping by  the  way.  The  one  who  goes  home  first 
wins. 

How  TO  PLAY  THE  GAME  OF  Box  TOWN 

Count  out  for  beginner. 

Play  in  turn.     Each  player's  move  is  indicated  by  use 

of  a  small  colored  button. 
Count  is  given  by  spinning  the  indicator-hand  of  the 

counter. 
To  enter  the  game,  a  player  must  turn  /  on  the 

counter. 
Play  is  always  made  toward  the  right  in  entering 

the  game.     It  proceeds  thus  around  the  board. 
Turn  in  where  the  counter  directs  you. 

[223] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

One  must  call  at  the  parsonage ;  one  must  go  to  see 
Cousin  Binkie;  one  must  stop  at  the  washer- 
woman's cabin ;  nobody  can  win  without  having 
accomplished  these  three  important  errands. 

An  even  count  is  needed  to  carry  a  player  "home." 

No  player  may  go  home  till  he  has  done  all  the  "er- 
rands" assigned. 

The  first  to  go  home  wins. 

Although  I  really  am  grown-up, 
I  like  to  spend  the  day 
In  going  up  to  Box  Town: 
It  is  a  game  to  play. 
I  call  on  Cousin  Binkie, 
And  I  have  some  jolly  fun 
A-running  all  around  The  Green 
Until  the  game  is  done! 


[224] 


Little  Box  Town  Game  Made  with  Tiny  Boxes. 


The  Game  of  Hundred   Made  Inside  a  Large   Box   Cover  and   Played 
With  Button-Mold  Tops. 


THE  JOLLY  GAME  OF  HUNDRED 

Material  Required  to  Make  the  Game  of  Hun- 
dred: one  large  box  cover  either  round,  or  square,  or 
oblong.  A  large  button-mold — or  two  or  three  other 
button-molds,  if  you  have  them, — also  some  short 
ends  cut  from  burned  matches. 

Tools  Needed  to  Make  the  Game  of  Hundred: 
crayons. 

It  takes  but  a  few  moments  to  make  the  Game  of 
Hundred.  Find  some  large  box  cover  about  fifteen 
inches  or  more  in  size — one  not  too  narrow,  if  oblong. 
Find  also  some  large  button-molds  and  sticks  that  fit 
through  their  holes. 

The  game  is  played  on  the  surface  of  the  inside  box 
cover.  If  your  box  cover  is  round,  draw  a  circle  in 
its  center  that  is  about  half  the  size  of  the  whole.  Di- 
vide the  space  that  is  around  the  rim  into  eight  equal 
sections.  Outline  these  with  black  crayons. 

Number  each  section  in  series  up  to  eight,  counting 
the  center  square  zero.  If  you  like,  you  may  cut 
numbers  from  some  old  calendar-pad  and  paste  these 
flat  upon  each  section  of  your  game-board. 

To  make  a  top  for  spinning,  thrust  a  short  stick 
through  the  hole  of  a  button-mold  so  that  it  is  firm. 
[Twist  the  top  of  the  stick  between  your  thumb  and 

[225] 


THE  JOLLY  BOOK  OF  PLAYCRAFT 

forefinger  and  then  let  go.  The  top  will  spin  and 
will  finally  drop  with  its  point  upon  some  one  section 
of  the  game-board.  This  gives  you  your  count  in 
the  play.  Keep  players'  scores  with  pad  and  pencil 
after  each  play.  The  one  to  make  the  full  sum  of 
ONE  HUNDRED  or  over,  first,  wins. 

If  you  wish,  two  tops  may  be  spun  at  once,  starting 
one  immediately  after  the  other.  This  makes  a  more 
rapid  game  and  is  more  difficult. 

How  TO  PLAY  THE  GAME  OF  HUNDRED 

Any  number  of  persons  may  play.  Count  out  for  be- 
ginner and  order  of  play. 

Play  in  turn.     Keep  the  score  with  paper  and  pencil. 

The  first  to  make  the  sum  of  One  Hundred  or  over 
wins  the  game. 

When  your  top  rests  in  the  center,  it  gives  you  noth- 
ing. 

If  you  wish  a  short  game,  place  the  winning  count  at 
a  smaller  number  than  one  hundred.  Good 
luck  to  you ! 

Spin,  spin,  Little  Top! 

Spin  a  number  and  then  stop; 

Twirl  and  spin,  and  spin  and  twirl; 

Spin  for  every  boy  or  girl — 

Spin  and  spin  and  spin  and  SPIN— 

Oh,  I  know  you'll  let  me  win! 


[226] 


RETURN  TO  DESK  FROM  WHICH  BORROWED 
LOAN  DEPT. 

This  book  is  due  on  the  last  date  stamped  below,  or 

on  the  date  to  which  renewed. 
T]«iiliMi  1 1 li    are  subject  to  immediate  recall. 


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THE  UNIVERSITY  OF  CALIFORNIA  LIBRARY 


